Bushpig2dope Posted May 9, 2018 (edited) So upon download and installing Smooth Doom w/ketchup I quickly noticed that it breaks my maps and I have no idea why. I haven't tested other peoples maps but I figure it'd do the same because what am I doing different?. I've got evidence of it breaking ACS scripts and an on death command on 2 different maps I've created. It's a real shame because Smooth Doom feels great to play for a change. Also it's not only my machine doing this as someone played through the second map and it did the same thing. Evidence - On death command Breaking a While(ThingCount(X, X) > X) ACS line Another machine doing the same thing If anyone able to provide any insight it'd be greatly appreciated. Not only do I want to be able to use Smooth Doom on my maps, but also want you guys to be able to. Cheers EDIT: The said script Smooth Doom is breaking in the last 2 videos incase its of any use Spoiler Script 2 (VOID) { Elevator_RaiseToNearest(44, 64); delay(99); Teleport(43, 0, 0); thing_spawn (40, 8, 0, 41); While(ThingCount(0, 41) > 0) delay(99); Teleport(46, 0, 0); delay(99); Teleport(47, 0, 0); } 0 Share this post Link to post
Zanieon Posted May 9, 2018 It breaks because Smooth Doom doesn't have likely the most clever usage of code to spawn its monsters for randomization, the mod uses stuff like this to spawn its monsters variants: Spoiler ACTOR PinkyDice : SmoothDoom_VariantsSpawner replaces Demon { States { Spawn: TNT1 A 0 NoDelay A_JumpIf(CallACS("PinkyToggle") == 1, "FastSpawn") NormalSpawn: TNT1 A 0 A_SpawnItemEx("SmoothDemon", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS) Stop FastSpawn: TNT1 A 0 A_SpawnItemEx("FastSmoothDemon", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS) Stop } } A.k.a TIDs are not transfered, any map that relies on checking if monsters are dead by their TIDs breaks completely. 1 Share this post Link to post
Bushpig2dope Posted May 9, 2018 4 hours ago, Zanieon said: It breaks because Smooth Doom doesn't have likely the most clever usage of code to spawn its monsters for randomization, the mod uses stuff like this to spawn its monsters variants: Hide contents ACTOR PinkyDice : SmoothDoom_VariantsSpawner replaces Demon { States { Spawn: TNT1 A 0 NoDelay A_JumpIf(CallACS("PinkyToggle") == 1, "FastSpawn") NormalSpawn: TNT1 A 0 A_SpawnItemEx("SmoothDemon", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS) Stop FastSpawn: TNT1 A 0 A_SpawnItemEx("FastSmoothDemon", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS) Stop } } A.k.a TIDs are not transfered, any map that relies on checking if monsters are dead by their TIDs breaks completely. Damn, such a massive flaw, maybe someday there will be a solution? I sorta thought this may have been the issue. Thanks 0 Share this post Link to post
Slow Posted May 9, 2018 You can manually fix this bug in your copy of Smooth Doom: https://forum.zdoom.org/viewtopic.php?p=1035942#p1035942 Until it'll get updated, this is the only way. 2 Share this post Link to post
Bushpig2dope Posted May 10, 2018 10 hours ago, Slow said: You can manually fix this bug in your copy of Smooth Doom: https://forum.zdoom.org/viewtopic.php?p=1035942#p1035942 Until it'll get updated, this is the only way. Hey thanks man! 0 Share this post Link to post