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Bushpig2dope

Smooth Doom Breaks Maps?

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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);
}
 

 

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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.

 

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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

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