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ChebSkies: Extermination Day perfected and maxable, works with BDv22test3

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Addendum: approximate PAR times, from me recording walkthrough videos:

This is times from the one who knows all maps by heart, having edited and play-testeda EACH of them uncounted tinmes, and used most optimized runs!
I know it IS possible to get better times, buuut... I am too tired of replaying this stuff to do that.
map | minutes
01 09
02 13
03 13
04 14
05 15
061 19
062 04
07 14
08 14
09 14
10 14
11 10
12 15
13 28
14 27
15 11
16 21
17 26
18 46
40 11
41 14
42 27
19 16
20 18
21 03
22 11
23 11
47 21
241 17
242 20

Total of the part of the game already tested: 392 minutes, or 6 hours 32 minutes
Will it push over 10 hours in the end...? Definitely! There are several monstrously large maps ahead :D

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Removed the walkthrough video of map 242
After re-watching it I rather disliked the changes I made to that map's flow... Granted, this was THE map that urged me to first write EDAY/Shantae crosssover fanfic, then start fixing, which eventually caused this entire project. Buuut, the changes I made were good for lore (and for making the map match my fanfic), not for the flow of gameplay. It, frankly, broke the gradual escalation by throwing you right into the heart of the monster thicket instead of letting the monsters hear you and trickle in naturally.

This won't do, I realized. Why...? Gameplay is the king. In DooM, gameplay reks lore and shits down its neck.

 

So I couldn't help myself, went and fixed it.
Created a new area for the alt start, near the former position of the secret with two knights. The secret got relocated to the main start (which would be rarely be used, only if player came from the secret map without finding it's own secret exit back to the mainline) so that corner would be an "ass end of nowhere" in most playthroughs, a good place to tuck a secret in. The secret got modified, too: the opened closet is NOT visible due to illusionary cliff face. If you miss those knights emerging through it, too bad. Added one more secret with health in a corner at the other end of the map -- I was planning to when I made that corner to but forgot to finish it back in 2018. Fixed texturing and light levels on the exit gate.

 

Now this map requires re-testing for maxability :(

The closest weekend, most likely.

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BETA9:

The modifications to map 242 described above + maxability re-confirmed (in Zandronum 3.0, will test in GZDoom and record a video later)

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There is yet another nasty bug in BDv21: some blood splashes inflict 1 damage.

This stems from the fact t hat lots of effects, including applying blood to player's weapons, are implemented via custom damage types. There is simply no other way with Decorate+ACS.

Obviously, some variant of flying blood doesn't have that custom damage type set, which the player is immune to.

Try firing your minigun while standing in blood. If you move in a certain way, you easily kill yourself via blood splashes from casings landing in blood. Even if you start with 100 health. Just catch up with your casings trail and you are dead.

This will be FUN to debug :(

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Found it. The

actor BloodSplashBaseSmall : BloodSplashBase3

in Splashes.txt was calling

TNT1 A 0 A_Explode(2, 6)

but damage type was not set in neither BloodSplashBaseSmall nor BloodSplashBase3 thus causing this AOE effect to default to basic damage.

You can run this map: http://chebmaster.com/downloads/chebskies/tests/bloodtest.wad with BDv21 to confirm the bug. Just move backwards and a bit to the left while firing your minigun over the blood (try catching up with the stream of casings) and you easily kill yourself with blood splashes.

 

This applies not only to casings but to *any* objects with

+DOOMBOUNCE
-CANBOUNCEWATER

that default to invoking the engine's splash mechanics -- I suppose you could be killed by any sort debris landing in blood under your feet, the chance is just exceptionally small.

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Will upload the fixed BD tomorrow.

The actual mechanic is more curious than I thought. The player is not actually immune to damage type "Blood", but rather has pain chance 100% to it. In the pain state Pain.Blood, the player is then healed for 1 hp in addition to applying blood splatter effect to the HUD. While all blood splashes  AOE are carefully calibrated to inflict exactly 1 damage on the player.

 

Crazy, I know, but when life gives you lemons you write fanfiction lemons... Er, forget I said that.

What I meantto say, ACS/Decorate are maddeninly limiting tools, that's why people invented ZScript. They were tired of building castles out of crap and sticks.

 

Also, you *can* die from this if you have exactly one hp left.

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LMAO imagine, after a hard-fought battle that left you only with 1 HP, dying because you stepped on demon gore like an absolute moron

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More like smashing a hanging body to get a couple health bonuses... And catching some blood splatter in the face (which is even more hilarious).
It only works by making things go splat, not by stepping on things.

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Should I add a global script that checks every tic and heals player to 2 hp if he has 1 hp...?
I probably should.

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Very cool.  You've done tons of work.  Is there any chance you can make it work with BDv22?  There are new startup errors/warnings using EdayTest001 and v22 but it seems to work as well as ever otherwise.   I was halfway through EDay original but I'd love to play through with your version.   I tried your versions for a couple levels and it seems to work (albeit with the same errors/warnings as BDv22 alone).  Would be great if you could fix the new errors BDv22 adds to EDay.

 

Also, I'm sure there is a reason you have two PK3s, but it would be better with one.   Also maybe make it more obvious in the file names what are the most recent.  Or move older/betas to directories called OLDER and BETA

 

 

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Chebskies v 1.17, the GZDoomed update is out.

 

I recorded walkthrough videos for *all* the maps - some are imperfect (recorded first with bugs, fixed bugs later) may re-record at a later date.

(will be available in about 10 minutes after files finish being copied, my server's RAID write speed is barely 30 Mb/s)

 

Now I can say Chebskies supports GZDoom.

I still have to finish the nospoilers videos set (which is only one fourth done), after the two sets are complete I will upload them to youtube.

 

Done February 18, 2024:
    - general: this is the GZDoomed update, Chebskies v 1.17 - focused on GZDoom compatibility (previously Chebskies only officially supported Zandronum and running it in GZDoom resulted in numerous bugs)
    - general: added clones of several monster classes with unique doomed numbers, specifically to prevent third party mods from replacing them thus breaking attached scripts
    - general: renumbered maps to reduce the naming mess and created intermediate stub maps at old numbers for people using console commands (a single-room map each, with one or two exit teleporters that lead to actual maps)
    - general: set "DTOLL" as the title screen music, thus solving a long standing problem of a short annoying lump playing ad nauseatium when using BDv21 on top of Doom2
    - general: fixed mistakes in this log related to Dec 11, 2023
    - general: replaced car models with a specially crafted model that looks exactly like cars made from map geometry looked in the hoary days of HESP
    - general: added two more car color variations: black and orange
    - general: added another car variation: crashed into something with front bent inwards and windshield smashed but otherwise intact
    - general: RIPPED the more detailed car model from EDAY test dec 16 as a rare car for special occasions
    - general: due to a weird scripting error (crying about "PalmTree" class being defined twice while it was clearly only defined once), in GZDoom all palm trees were replaced with much shorter, indestructible deciduous trees. Unfortunately, you have to start a new game to be affected by the fix :(
    - general: reworked the aracnorb to make this rare monster much more FUN and engaging. As a stand-in for the DN octabrain, he now fires similar themed psionic blasts. Individual blasts only inflict 10 damage but are weakly homing and aracnorbs spam much, insta-firing aggressively, keeping re-firing with target out of sight and dashing to and fro randomly while firing. New sounds: KYARNACT, KYARNFIR, KYARNHIT1..4 - a remix of unused icon of sin sounds found in BD21 (ICOLAUG and ICOSCRE); new sprite frames: KYFR A..P ( a remix of PBAL and FX98)
    - general: fixed errors in my walkthrough
    - general: fixed a syntax error in LANGUAGE that was causing the name of map 242 to be missing
    - general: included PAR times for all maps up to and including 242. Those are NOT pure run times but rather map maxing times, with all secrets and all kills. Because in BD trying to run by monsters is never a good idea. And EDAY map design punishes speedrunning.
    - general: fixed another NDv21 bug, blood splashes from shell casings landing in blood inflicting massive self-damage on player.
    - general: changed by revenant launcher in BDv21che. Instead of forcing to fire a volley of 4 unguided rockets on one ammo, the ammo count was quadrupled, primary fire costs 4 ammo and alt fire behaves like a normal weapon, costing 1 ammo to fire 1 unguided rocket. As a consequence, included Ammo.txt in my list of modded BD sources.
    - general: added damage type Psionic and player Death.Psionic (simplest death with no dismemberment variations) to BDv21che. Added Death.Psionic to monsters as duplicate of headshot death
    - general: re-organized my BDv21che integrating several bugfixes into the main source code
    - general: fixed the original bug in the BD bodies-affected-by-flames mechanism: were dropping health bonuses and other loot because technically they were dying in the process of switching to no-maggot versions. Also addedd fire deaths to bodies full of writhing maggots that lead to maggots disappearing.
    - general: fixed the BDv21 bug with imps thrown by revenants going through the player like ghosts instead of inflicting massive damage on impact
    - general: updated the version of BDv21che to brutalv21che-2024-02-18.pk3 . The latest chebskies requires it.
    - map 01: fixed texturing in the yard: several crates had their tops textured with ground instead of metal. And I only noticed when recording videos for Youtube.
    - map 02: proofed the advanced teleporting closets against breaking in third party mods
    - map 03: proofed the advanced teleporting closets against breaking in third party mods
    - map 04: moved a row of three armor bonus breadcrumbs from a corner onto the walkway I assume these were intended for. GZDoom Builder is a fine tool but it has its quirks, all too easy to move things by accident without noticing.
    - map 061: renumbered from 06 to 061
    - map 061: increased the roar of the wind tunnel (was too quiet!) by making it 6 sound sources with differing pitch instead of just two identical ones
    - map 061: added a balcony to the wind tunnel jumping puzzle, falling out was too easy -- combined with the baron, that reeked of fake difficulty.
    - map 062: cleaned crap code from the script that opens the exit door when all evil marines die - also fixed the bug that allowed it opening when one last evil marine was still alive
    - map 062: renumbered from 49 to 062
    - map 062: fixed minor texturing errors
    - map 062: fixed an inescapable corner between the northeastern cargo container and the fence
    - map 062: added the ability to fall out of the arena over the fence. There *are* ways to return (a ladder on the crane's base for the east side, ladders and a corridor with a lift inside the exit building on the west side), BUT you are guaranteed to be killed by the evil marines when you use either. So falling out is basically certain death but with more suffering than a mere sector special 115 "go splat".
    - map 07: replaced gate opening on all mancubi dying from a "Map07special" to an ACS script. Hopefully won't break now with third party mods.
    - map 07: rearranged the area around the building with elevator and fenced off the side of the balcony that was confusing some players.
    - map 07: proofed the arachno yard from sequence breaking in third party mods that turn Doomguy into a turbo bunny on steroids (in other words, I added invisible walls)
    - map 08: replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods
    - map 09: proofed the advanced teleporting closets against breaking in third party mods
    - map 10: fixed portal's upper surface not rendered in GZDoom (worked fine in Zandronum) showing the other side's clipped geometry
    - map 11: replaced the cyberdemons with irreplaceable cyberdemons to proof against breaking in third party mods
    - map 12: proofed the advanced teleporting closets against breaking in third party mods
    - map 12: added a "this opens elsewhere" message to the exit building's door
    - map 12: added a "this opens elsewhere" message to the exit door and moved the button closer to it
    - map 13: proofed the blue key ambush against sequence-breaking (using mods that add wall climbing and such)
    - map 13: replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods
    - map 13: fixed the positions of cars in pileups smashed by semis. Reason: previously, the editor couldn't show them as models, I placed them guessimating by the sprites and it looked wrong anyway (I suspect the cause was a MD3 file with .md2 extension: the engine could but Builder couldn't)
    - map 13: changed two cars to be smashed into one another, using my new "crashed car" variation
    - map 13: stretched the mid part of the car carrier's flatbed. Reason: my new car model is notably wider.
    - map 13: more car varieties and colors
    - map 13: fixed the shotgunner on the semi cab's roof being stuck and permanently paralyzed
    - map 13: fixed a texturing error on the power line cables overhead between the entrance and the trainyard
    - map 14: geometry fixes around the outflow arches: Zandronum was rendering that wall just fine but GZDoom was getting confused rendering sky instead
    - map 14: fixed the smashed car pileup
    - map 14: switched all intact cars to randomized color
    - map 14: fixed minor errors with the floating trash 3d floor in the river (the sectors under the overhanging pipes was missing it)
    - map 15: replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods. It was especially vital here because the important plot progression script is run by that cyberdemon on death!
    - map 15: switched all intact cars to randomized color
    - map 15: added safety rings to the ladder of the secret building: losing 16 health because you failed to jump dom safely was no fun.
    - map 16: proofed the advanced teleporting closets against breaking in third party mods
    - map 16: improved texturing of the collapsed tunnel between the two city halves
    - map 16: switched all intact cars to randomized color
    - map 16: fixed one window being unclimbable because couch back was too tall.
    - map 16: minor geometry fixes in the burger joint's kitchen
    - map 17: replaced the cyberdemons with irreplaceable cyberdemons to proof against breaking in third party mods
    - map 17: proofed the advanced teleporting closets against breaking in third party mods
    - map 17: fixed the smashed cars placement and changed some cars into ones crashed into each other or semis.
    - map 17: switched most intact cars to randomized color
    - map 17: added a car crashed into a tree with skidmarks behind it. Reason: long time ago this map had one but Mark-sensei deleted it while switching the cars to models
    - map 17: added a rare car variety, kind of a red sport car at a rich house
    - map 18: replaced the cyberdemons with irreplaceable cyberdemons to proof against breaking in third party mods
    - map 18: proofed the advanced teleporting closets against breaking in third party mods    
    - map 18: switched most intact cars to randomized color
    - map 18: fixed the mech secret NOT WORKING in GZDoom. i.e. that map was only maxable in Zandronum. Unexpected discrepance in code bases, I'd expect identical behavior but no, these engines treated certain trigger linedefs differently.
    - map 18: fixed the red skull key secret NOT WORKING in GZDoom (the switch height check again)
    - map 18: replaced the two cars in the UAC building's parking lot with two black rare cars. Let's pretent those piles of polygons are limos.
    - map 18: automap prettification
    - map 18: made one fence block players: it was possible to jump over it by standing on a parked motorcycle, then it was inescapable garden.
    - map 18: fixed music not switching back to map default every time you exit the mech as designed
    - map 18: changed the secret exit opening script from script 3 to a named script. Reason: I encountered a freeze when pushing that button when recording the video. It looks like a micro-freeze in the video, but in reality it was more than ten seconds long, I was about to kill the non-responding GZDoom from the Task Manager. Who knows how many "script 3"s the BD itself has? The only explanation to me is that GZDoom does not replace global numbered scripts with numbered map scripts but... adds? Some weird behavior here anyway.
    - map 18: fixed top antennas hanging too low and doubling at 1142,4000
    - map 18: fixed the mech bay's alarm not stopping after 10 seconds as designed
    - map 18: fixed texture alignment on the burger joint's roof fans (scaled texture was rendered incorrectly in GZDoom only; worked fine in Zandronum)
    - map 40: replaced one revenant with an aracnorb. Reason: two-story corridor was too low, you could bump into revenant's head while walking above him.
    - map 40: switched all intact cars to randomized color
    - map 40: improved the movie theater's board texture
    - map 40: fixed the fence around the starting roof so that your rockets won't blow in your face if you try shooting through it.
    - map 40: fixed the elevator doors clipping through corridor wall
    - map 41: changed the music to EDMU13
    - map 41: moved the outdoors aracnorbs so that they only see the player and engage after he detonates the condemned building and goes for the red key
    - map 41: corrected horizon when viewed from the high window in GZDoom (had no noticeable problems in Zandronum)
    - map 41: moved parts of the map geometry ( the area inacessibkle to the player) to the top layer. Reason: retreat-happy monsters like aracnorbs were getting lost behind buildings thus ruining maxability
    - map 42: proofed the advanced teleporting closets against breaking in third party mods    
    - map 42: fixed the super secret button that could be activated by simply punching the wall below it. The button is now not shootable -- you have to *press* it
    - map 42: fixed weird beahavior of the secret created by me (the climbable wall was emitting button press sounds when player touched or moved over it -- this never happened in Zandronum)
    - map 42: fixed one secret not marked as a secret
    - map 42: fixed minor texturing errors
    - map 19: made the train incoming on the right a one-time event, no looping
    - map 19: fixed a syntax error, script was not compiling in UDMF + Zandronum ACS mode (the built-in function known as Sector_SetDamage instead of SetSectorDamage )
    - map 19: replaced the cacodemons with irreplaceable cacodemons to proof against breaking in third party mods
    - map 19: made trains less solid to decrease the chance of them getting stuck on monster guts. Also added monster pushers to all walls of the second timed sequence, to keep monsters away from walls where the train's side walls (still solid!) may get caught on their corpses
    - map 20: replaced the cyberdemons with irreplaceable cyberdemons to proof against breaking in third party mods
    - map 20: fixed the smashed car pileup, moved some cars because too tightm the new model is bigger and used a rare variation for the car parked askew
    - map 20: stretched the parking spots in the multi-story parking and removed some cars and spots that did not fit. Reason: my new car model is notably wider.
    - map 21: stretched the parking spots of the the roof parking and removed some cars and spots that did not fit.
    - map 21: replaced the cars overhanging the pit with rare f--ouled up cars: these have actual wheels and textured bottoms. I'm sure this map was designed with them in mind.
    - map 22: replaced the cyberdemons with irreplaceable cyberdemons to proof against breaking in third party mods
    - map 23: replaced the teleporting of cyberdemon minions with monster closets, also upgraded multiplyer minions from cyberdemon runts to regular cyberdemons
    - map 47: proofed against sequence breaking
    - map 241: proofed the advanced teleporting closets against breaking in third party mods
    - map 241: replaced monsters teleported by scripts with irreplaceable versions
    - map 241: renumbered from 48 to 241
    - map 242: proofed the advanced teleporting closets against breaking in third party mods
    - map 242: renumbered from 24 to 242
    - map 242: created a new area for the alt start, near the former position of the secret with two knights.
    - map 242: the secret with two knights got relocated to the main start (which would be rarely be used, only if player came from the secret map without finding it's own secret exit back to the mainline) so that corner would be an "ass end of nowhere" in most playthroughs, a good place to tuck a secret in. The secret got modified, too: the opened closet is NOT visible due to illusionary cliff face.
    - map 242: added one more secret with health in a corner I was planning to but forgot to finish it back in 2018.
    - map 242: fixed texturing and light levels on the exit gate.
    - map 242: maxability re-confirmed (in Zandronum 3.0)
    - map 242: fixed the yellow key ambush by closing off the soulsphere secret with "block monsters". Reason: many monsters were getting caught in that nook, crowding there uselesly like fish in a barrel
    - map 242: fixed the silent monster teleporters in shrubbery (which prevent imps crowding in certain places) to, hopefully, avoid teleporting grenades (by adding the "front side only" flag).
    - map 242: fixed the script moving the player to the alt start: is now facing the corect direction
    - map 242: maxability re-confirmed
    - map 25: replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods
    - map 25: removed one broken special effect from one bloodfall
    - map 26: replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods. It is especially important here because he unblocks the map exit on death!
    - map 26: replaced the cacoes launched by script with irreplaceable cacoes to proof against breaking in third party mods
    - map 27: replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods. It is especially important here because he opens his arena's door on death!
    - map 27: proofed the advanced teleporting closets against breaking in third party mods
    - map 27: fixed fireball launchers trap around the blue armor not activating in GZDoom
    - map 28: replaced monsters teleported by scripts with irreplaceable versions
    - map 28: proofed against sequence breaking
    - map 28: proofed the advanced teleporting closets against breaking in third party mods
    - map 28: fixed minor glitches in skybox geometry
    - map 29: replaced monsters teleported by scripts with irreplaceable versions
    - map 29: rotated the pain elementals to match the changed shape of their closet
    - map 29: changed sound zones and removed ambush flag from the lost souls in the closet that opens when you grab the blue key. Reason: it was way off the beaten path
    - map 29: fixed the library door making default scifi sounds on on ultra violence (wrong skill flags on the sound override thing)
    - map 30: added a new monster variation, Stoneskin Pinky, to serve as tanks for the end-map archviles. The same old pinky but with 2000 health and 700% vulnerability to fire and ice (for those familiar with D&D lore). Revert to regular pinkies when the archviles are dead.
    - map 30: replaced the cacoes and pain elementals launched by script with irreplaceable versions to proof against breaking in third party mods
    - map 30: replaced the cyberdemon with irreplaceable cyberdemon to proof against breaking in third party mods.
    - map 30: fixed a bug in stoneskin pinkies that was ruining maxability
    - map 30: fixed HOM effect due to two monster closets having ceilings lower than doors
    - map 311: renumbered from 31 to 311
    - map 311: fixed four armor bonuses down in the lava instead of on a rock bridge
    - map 311: fixed glitchy sky in the blue key arena
    - map 312: changed the multiplayer boss to fire megapinkies instead of regular pinkies. These are bright purple, 10x health, have no vulnerabilities. The bosses' limits are 1/10th of the UV version. Reason: bruh, *any* multiplayer model would die a stuttering laggy death on such a slaughterfest.
    - map 312: renumbered from 50 to 312
    - map 32: removed debugging information about bosses attack cooldowns shown on screen

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4 hours ago, akidd said:

Is there any chance you can make it work with BDv22?

We'll see, but probably not in the nearest future (half a year or a whole year).

Reason: the vast majority of the work was TESTING, metric fragtons of testing, to make sure nothing is broken. Mark-sensei did not made that many changes to BDv21 compared to BDv20 but oh boy SO MANY things in EDAY broke because of those changes. Dozens of secrets stiopped working due to jumping height nerf and so on.

The problem is, I AM BURNED OUT, barely making the finishing touches on my last legs, dreaming of finally getting over it and forgetting it for awhile.

 

I guarantee Chebskies works with MY version of BDv21, with several specific MODIFICATIONS done to it. Without that it will likely break or not work as intended and you won't even know.

I recommend playing it with BDv21che.

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4 hours ago, akidd said:

Also, I'm sure there is a reason you have two PK3s, but it would be better with one

Surprisingly, *merging* PK3s is not easy as it seems. It may require changes to the code of the DECORATE scripts because each case of a class declared as "inherit from X and replace X"has to be *merged* into X -- and then everything has to be tested again.

I have experience: initially instead of my own build of BDv21, I tried making a small patch to load on top of BDv21. That was a disaster, also merging it into BD was a lot of work.

 

But I am genuinely surprised: how did you run it with BDv22? There is a load order specified in the chebskies' GAMEINFO lump that makes the game engine auto-load my specific version of BDv21che. I am sure having TWO BDs would only end as a broken mess because of classes being declared twice -- we have a case of a Youtuber recording Chebskies with something else... Everything *seemed* working, but there were NO cyberdemons and when he reached the map that relies on a cyberdemon to open a door... The door woudnn't open.

 

If you run it in Zandronum and there is a duplicate class declaration, Zandronum simply refuses to run. Sadly, GZDoom tries auto-resolving this conflict by renaming one of the classes... Resulting in a frankenstein code.

 

P.S. I have not even TRIED BDv22, not even once!

Much less looking under the hood.

 

 

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P.S. A naive attempt to pack a single combined PK3 resulted in this wall of error text:

Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 6:
Parent type 'FriendlyTank' not found in FriendlyTankBugfix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 6:
Replaced type 'FriendlyTank' not found for FriendlyTankBugfix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 24:
Parent type 'FriendlyTankProjectile' not found in FriendlyTankProjectileBugfix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 24:
Replaced type 'FriendlyTankProjectile' not found for FriendlyTankProjectileBugfix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 60:
Parent type 'EnemyTankProjectile' not found in EnemyTankProjectileBugfix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 60:
Replaced type 'EnemyTankProjectile' not found for EnemyTankProjectileBugfix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 94:
Parent type 'ReflectionStaticGreen' not found in ReflectionStaticGreenBugfix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 94:
Replaced type 'ReflectionStaticGreen' not found for ReflectionStaticGreenBugfix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 99:
Parent type 'ReflectionStaticBlue' not found in ReflectionStaticBlueBugfix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 99:
Replaced type 'ReflectionStaticBlue' not found for ReflectionStaticBlueBugfix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 104:
Parent type 'ReflectionStaticRed' not found in ReflectionStaticRedBugfix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 104:
Replaced type 'ReflectionStaticRed' not found for ReflectionStaticRedBugfix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 109:
Parent type 'ReflectionStaticYellow' not found in ReflectionStaticYellowBugfix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 109:
Replaced type 'ReflectionStaticYellow' not found for ReflectionStaticYellowBugfix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 114:
Parent type 'ReflectionStaticWhite' not found in ReflectionStaticWhiteBugfix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 114:
Replaced type 'ReflectionStaticWhite' not found for ReflectionStaticWhiteBugfix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 119:
Parent type 'ReflectionStaticOrange' not found in ReflectionStaticOrangeBugfix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 119:
Replaced type 'ReflectionStaticOrange' not found for ReflectionStaticOrangeBugfix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 125:
Parent type 'ReflectionStaticWhiteLarge' not found in ReflectionStaticWhiteLargeBugfix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 125:
Replaced type 'ReflectionStaticWhiteLarge' not found for ReflectionStaticWhiteLargeBugfix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 131:
Parent type 'ReflectionStaticOrangeLarge' not found in ReflectionStaticOrangeLargeBugfix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 131:
Replaced type 'ReflectionStaticOrangeLarge' not found for ReflectionStaticOrangeLargeBugfix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 138:
Parent type 'FireballTrapSmart' not found in FireballTrapSmartBugfix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 138:
Replaced type 'FireballTrapSmart' not found for FireballTrapSmartBugfix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 146:
Parent type 'EdayBloodFountain' not found in EdayBloodFountainGurgling
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 146:
Replaced type 'EdayBloodFountain' not found for EdayBloodFountainGurgling
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 161:
Parent type 'LightPosts' not found in LightPostsFix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 161:
Replaced type 'LightPosts' not found for LightPostsFix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 170:
Parent type 'GermanDog' not found in GermanDogBugfix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.bugfx_e" line 170:
Replaced type 'GermanDog' not found for GermanDogBugfix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.cybrlrd" line 47:
Parent type 'CyberdemonLord' not found in CheeseLordUpgraded
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.cybrlrd" line 47:
Replaced type 'CyberdemonLord' not found for CheeseLordUpgraded
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.cybrlrd" line 85:
Replaced type 'CyberdemonLordMP' not found for CheeseLordUpgradedMP
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.cybrlrd" line 626:
Parent type 'CyberlordMissile' not found in InhumaneCyberLordMissile
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.cybrlrd" line 651:
Parent type 'CyberlordMissile' not found in ScorchingCyberLordMissile2
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.infernals_set" line 11:
Parent type 'Infernal' not found in RecoloredInfernal
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.infernals_set" line 11:
Replaced type 'Infernal' not found for RecoloredInfernal
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.infernals_set" line 68:
Replaced type 'InfernalMultiplayer' not found for RecoloredInfernalMP
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.infernals_set" line 391:
Parent type 'Infernal' not found in PinkieInfernal
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.skies" line 2200:
Parent type 'Tree04' not found in Tree04Fix
Script error, "chebskies-bd-eday-2024-02-18.pk3:decorate.skies" line 2200:
Replaced type 'Tree04' not found for Tree04Fix
Tried to register class 'PalmTree' more than once.

Execution could not continue.

21 errors while parsing DECORATE scripts

 

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Forgot to make a list of changes and fixes to my build BDv21che:

 

Custom BDv21 build, modded and fixed by ChebMaster


=== NEW FEATURES ADDED =================================================================================

1 --- Any gore that lands in lava, chars and burns -----------------------------------------------------

Reason: because why the fug not.

Dead bodies, severed limbs, chunks of bodies, blood splashes, falling maggots, dropping blood -
    all now invoke "BDCheckFloorType" and smoke or flame or char on contact with floor if "IsOverLava"

=== CHANGES TO GAMEPLAY ================================================================================

1 --- Nerfed the crap out of Lost Souls ----------------------------------------------------------------

Reason: because BDv21 turned them into Demonic Spiders - exceptionally OP and decidedly UNfun to fight. All other monsters have strengts counterbalanced with weaknesses. The BDv21 Lost Soul, on the other hand : a) has high health; b) is immune to flame forcing you to switch weapons; c) *avoids* your melee attacks forcing you to chase after it possibly into bad situations; d) has ungodly attack rate allowing it to spam melee attacks with no telegraphing and no wind-up.
Something from that list had to go.

So, I:
a) reduced its fire immunity to mere 75% resistance - it *is* killable with a flamethrower, it's just wasteful to do so.
b) removed it retreating in response to you closing in
b) removed its ability to spam point-blank attacks: if it tries attacking at closer than 160 map units, it retreats to that range before attacking. So if you see a lost soul backing away, that's a wind-up for an attack. If it gets stuck and can't retreat to desired distance it runs out of patience in one second and attacks anyway.

2 --- Made revenants fire homing fireballs but unguided rockets ----------------------------------------

Reason: more visually distinuishable, you see right away if it fired a homing projectile or started firing an unguided volley, those require different dodging.

3 --- Changed the revenant missile launcher ------------------------------------------------------------

Reason: to match my changed revenants and to give it real alt-fire.

a) halved the primary fire rate and made it fire homing fireballs
b) increased ammo count four times (to 400 with a backpack) and made the primary fire cost 4 ammo, with alt fire unguided rockets costing 1 ammo. Now you have a real devastator with up to 400 shots - with a tiny caveat of being hard to aim because it has no iron sights.


=== BUG FIXES ==========================================================================================

1 ------ Nazis, archviles and spider masterminds were losing their TID on spawn ------------------------

The trouble: all those monsters got their TID changed to 736 on spawn
    thus BREAKING any maps that relied on scripting them!
    
Details: I fixed
    script 177 (void) in DYNAMICLEV
    they all run to check for Wolfenstein
    to restore the previous actor's TID after performing its Wolfenstein check.


2 ------ Nazis were dropping dead shortly after teleporting --------------------------------------------

The trouble: the nazis (and their dogs, but that's a separate EDAY fix) were rapidly drained of health
    shortly after teleporting until they dropped dead
    
Details: unlike all other BD monsters, they did not have damage immunity for damage types "GibRemoving" and "TeleportRemover"

3 ------ Revolver ammo change via alt fire was conflicting with player's reflexes to aim down iron sights

The trouble: changing ammo type is a cool and insane idea, I like, BUT
    any trained BD player has a reflex to aim down iron sights via alt fire
    (because crosshair is for weaklings)
    so, me playtesting it resulted in lots of "oops, I unloaded it again and got eaten" moments
    
Details: I changed revolver ammo change from alt fire to Dual wield/special action    

4 ------ Demon strength rune was counting towards item count -------------------------------------------

The trouble: could ruin peoples perfect runs if dropped, say, in a cage or other inaccessible place


5 ------ Universal fix for several AOE friendly fire related bugs --------------------------------------

The trouble: friendly tanks would kill the player with their AOE cannon blast, also dead pain elementals would explode and kill the player

Details: had to add a new damage type "FriendlyExplosion" and mod Player.txt:
    the player is specifically excluded from any mechanisms
    that prevent AOE friendly fire, so these mechanisms only work between monsters
    (which the marine NPCs are) but would *never* work between monsters and player.
    Sad, but true (I studied source code of Zandronum and GZDoom to confirm).
    All those checks in the code are wrapped in "if (<this is not a player>) { ... }"


6 ------ Fixed the NPC companions spawning at entering a new map ---------------------------------------

The trouble: the old spaghetti code was not working properly (used integer offset of 32 instead of
    fixed-point offset of 32.0, with no checks whatsoever)
    , also was resulting in HERDS of those NPCs spawning if you had a misfortune of accumulating too many.

Also: having no delay, was conflicting with alternate map starts I invented in a couple places in my build of EDAY
    
Details: I commented out the old code in Script "BDInitialize" ENTER in CVARS, and created a brand new
    Script "SpawnNPCCompanions" ENTER , which
    
a) works with a 2 second delay so any shenanigans relocating the player around the map on entering have a chance to finish.    
b) uses breadcrumbs method: the NPCs are spawned at player's former positions after he moves 32 units away. Then repeats.
c) the total number of NPCs spawned is limited to 6
d) the spawning begins with the strongest NPSc, along the list of plasma, rocket, minigun, shotgun, rifle marines
e) the number of any specific number of marines is limited to 5 -- so, if you had 17 plasma and 8 minigun marines following you, you get 5 plasma and 1 minigun at the start of the next map
f) the script is easily modifable because the lists it uses are organized in string array constants

7 ------  Invulnerable revenants  ----------------------------------------------------------------------

The trouble: the revenant-on-imp fatality could sometimes ger interrupted (I still have no idea how)
    BUT revenant was only checking if it had an imp in his pocket when he performed a melee attack.
    So he stayed invulnerable (a very BAD thing for a glass cannon that fires homing projectlles
    that can kill you in two hits) until you got into his melee range - THEN he pulled that imp
    out of his pocket to proceed with the beatdown.
    
Details: added missing checks like
    TNT1 A 0 A_JumpIfInventory("ImpFatality", 1, "FatalityImp")
    to his "LookingForPlayer" and "Missile" states

    
8 ------ Revenants, knights and barons falling off high places into pits -------------------------------

The trouble: if those monsters were placed in high places they could fall off of, they would do so,
    disregarding any blocking from "blocks monsters", if you woke them up then went away and they
    lost you and started wandering.
    Affected lots of places in EDAY with barons falling into nukage channel in map 6 and revenants
    jumping off their raised sniping positions in maps 11, 14, 31 and so on.
    The maps generated using Oblige 6.x would have most revenants, knights and barons down in lava pits.
    
Details: Mark-sensei used A_Recoil to simulate slow movement of monsters walking around unhurriedly.
    Turns out, you can't do that for the following reasons:
        A) recoil happily ignores the "block monsters" linedef flag
        B) recoil happily ignores the height difference causing the monsters to fall into abysses
    So I simply commented all those lines out. The wandering monsters' movement became a bit jerky,
    BUT the trouble was fixed!
    
    
9 ------ Invisible arachnotron brain -------------------------------------------------------------------

The trouble: one of the two variations of arachnotron's brain (the one that leaves a crawling moaning brain)
    was invisible while in flight because it relied on old sprites NAHA* that were removed in BDv21    
    
Details: copied those from older versions of BD


10 ----- Dead mancubi blocking polyobjects -------------------------------------------------------------

The trouble: unlike all other monsters, dead mancubi were guaranteed
    to block polyobjects, thus breaking my advanced elevators (EDAY map 18) and horizontal crushers

Details: changed flags of Actor NoGutsFatso in Mancubus.txt
    
    
11 ----- Huge self damage from minigun casings landing in blood underfoot ------------------------------

The trouble: firing your minigun while walking across blood floor backwards left was causing massive self-damage
    
Details: actor BloodSplashBaseSmall : BloodSplashBase3 from Splashes.txt
    did not have DamageType Blood set, so it was causing 1 regular damage    
    Thus each empty casing landing under your feet was causing 1 self-damage
    without compensating it with healing you back for 1 hp as player's Pain.Blood state is designed to do
    
    
12 ----- Maggot-ridden corpses becoming charred corpses when hanging in fire NOT WORKING ---------------    
    
The trouble: various bodies full of writing maggots hanging in raging fires, with flies buzzing
    
Details: Mark-sensei had an ingenious mechanism where fire sources (burning barrel, torches) at spawn spammed a cloud of projectiles "HumanBBQ" that exploded immediately inflicting "HumanBBQ" damage type.
    The maggot-laden corpses take 50000% damage from this damage type and have a specific death for it, which spawns actor HumanBBQ1, a generic charred hanging body.
    SADLY, this genius sistem was badly miscalibrated and was NOT working 95% of the time :(
    A) the explosion radius was *infinitesimal* (5) making it miss (as in case of actor FirePitsOfHell from EDAY 001, which spawned *one* projectile at its base. Of course it misses the bodies surrounding it with perfect reliability!
    B) the charred bodies were very plain and detracting from the variety
    C) many actors didn't have a delay between spawn and spawning a maggot spawner (a separate object) - so they got replaced with a charred body... that was still raining maggots!    

My fix:
    A) Buffed the wimpy AOE damage radius from 5 to 128
    B) Instead of replacing with the same charred body, created with maggot-less variants for each of the bodies to replace with. Thus hitting bodies too far from the fire is not really a problem.

 

 

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I cannot merge all files into one but I CAN pack them all into a single archive.

Now there is a single file, chebskies-v1_17-2024-02-18-all-required-files.7z while separate files were relocated to folder current_version_separate_files

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15 hours ago, chebmaster said:

But I am genuinely surprised: how did you run it with BDv22? There is a load order specified in the chebskies' GAMEINFO lump that makes the game engine auto-load my specific version of BDv21che. I am sure having TWO BDs would only end as a broken mess because of classes being declared twice -- we have a case of a Youtuber recording Chebskies with something else... Everything *seemed* working, but there were NO cyberdemons and when he reached the map that relies on a cyberdemon to open a door... The door woudnn't open.
 

 

 

 

You are correct.  I mistakenly hadn't added BDv22 to the load order.  Sorry.


I only tried a couple levels and it wasn't apparent I wasn't using v22.

 

However, it would be great if all your work on EDay did support the latest v22.  Sgt Mark and team have made some excellent updates/changes.  And EDAYTest001 does seem to work with v22 at least as well as v21.  I'm halfway through a playthrough and I haven't seen any bugs I didn't see playing through with v21

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GOOD NEWS, EVERYONE:

 

I have tested BDv22test3 -- and found that, with a small additional patch, everything in Chebskies seems to work perfectly with it (and BDv22 work in ancient Zandronum 3.0 on my ancient potato - it seems to achieve a tiny bit higher framerate).

 

So what did NOT work?

My fix to the archviles losing their TIDs bug, which is still NOT fixed in BDv22test3.

I have to make the patch BIGGER, copy-pasting BDv22 archviles into it, making them use a different script and including it too -- because I am NOT going to patch BDv22 itself, and since it has ALL acs scripts merged into one binary, learrning to recompile them ALL, and that is fraught with screwing things up.

 

Will take me a couple days tops. And then you will have a BDv22-compatible version of Chebskies (with no guarantees, mind you, because I am NOT going to re-test everything).

 

And maybe, just maybe, try contacting Sergeant Mark IV about this. Finally.
Sadly, his listed contacts only include Twitter (prohibited in the territory of Russian Federation: belongs to the terrorist organization "Meta" (prohibited in the territory of Russian Federation)) which is a forever blank page with a "PR_CONNECT_RESET" error and is useless for contacting anyone (and yes, the, erm, legalese above was a disclaimer mandated by law: if I mention those online without adding it, that's considered propaganda, which is a punishable offense). I know Elon bought it, I'm not keen on explaining that to the judge :D

So can only try contacting him through his account here. OR through someone else relaying for me.

 

 

Map 22 aka "you are the air support", with BDv22test3:

Screenshot_Doom_20240219_194644.png.3ea62ab922c7860af2e042df88714053.png

 

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HELL YEAH!

 

Done February 19, 2024:
    - general: this is the 22-Rejoicing update, Chebskies v 1.18. If ADDS SUPPORT FOR BDv22 (specifically, brutalv22test3).
    - general: composition was completely rearranged. Use the new launcher pk3s.
    - map 11: added anti-frustration features: exiting to the arirfield requires a blue key which resides in the security booth next to the exit door where the button to open the red key's gate is. Reason: reduce SUFFERING. I bet 90% players would get LOST. Horribly lost. Because to open the gate that blocks the red key you'd have to go all the way back to the exit! But here's more: on Ultra Violence, kiddie gloves are off. The blue key is in a different location, there are no guarantees!

 

KEEP IN MIND, please, there are quite a few rough corners, some things could only be done by making a custom build of BD itself, which I won't do.

1. Slaughtermap mechanic may screw maxability -- for example, I had to create a derivative of the BDv22 archvile with slaughtermap adaptations roughly disabled, because these were activating on map 241 (too many monsters in surrounding closets), breaking his TID (that operation spawns another slaughtermap-friendly archvile killing the original) and thus RUINIUNG the map's flow: all my archviles are heavily scripted.

2. My cool feature of gore charring and burning in lava is only available with BDv21 -- required TONS of work modifying the BD itself

3. NPC marines use BD mechanics instead of my better mechanics -- meaning there is no limitt o their number and they WILL get lost as you enter map 242 from map 241.

 

All in all, i STRONGLY RECOMMEND playing Chebskies with my patched BDv21.

There are two launcher PK3s, for 21 and for 22, you drag whichever you prefer onto the game executable to make everything work.

You have to provide brutalv22test3.pk3 if you wish to use it, it is not included.

 

Screenshot_Doom_20240220_020833.png.a56bf860d49b441758e89c63844b37f9.png

 

P.S. Forgot to mention: so far I *only* tested it in Zandronum 3.0. A quick tour across maps of choice using god mode. The final boss works, the advanced teleporting monster closets seem working, tanks, helicopter and mechas work, the giant cyberdemon works, the beastmaster works, the scripted archviles work.


I hope nothing breaks in GZDoom but I have not checked yet.

 

To think of it, I did all that in one evening, after returning home from work (missed my station to change lines, too, and had to backtrack because I started working on this update in the subway and got carried away a bit)

 

Edited by chebmaster

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P.S. Forgot to mention:

4. Friendly tanks (play important role in maps 15 and 16 against scripted onslaughts) are nerfed by necessity: only inflict direct hit damage, no splash. Reason: due to engine quirks, preventing AOE friendly fire is only possible via modifying BD itself (adding a new damage type, modifying the player class with immunity to it and modifying all monster classes to make them react to it as if it was explosive damage). That's a pretty extensive core mod, I'll suggest it to Mark-sensei but I myself won't lift a finger. I already did all that hard work for BDv21che.

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BUG FIX!

Re-download latest_version/brutalv22test3-patch-for-chebskies.pk3 to fix the following problems with BDv22:

1. The keys teleported by scripts ARE BECOMING INVISIBLE! This made map 30 nearly impossible because one of the keys is teleported onto an unassuming shelf inside the UAC base and to pick it up you had to know it was there!

2. When archviles converted captured marines, they were turning them into SS nazis instead of evil marines.

 

The keys... I have no words. WHY IN THE BLUE MOON make the visible key and the pickupable key DIFFERENT ACTORS? I tried this, I tried that, and nothing worked (because those keys are NOT default doom keys anymore - which won't open any doors), I finally gave up and attached to each visual key a script that makes it monitor  the pickupable key's position in an infinite loop and follow it if changes.

 

W.T.F., Mark-sensei?

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*Groan* Download the changed files again. I just found a henious bug in my mapping and fixed it.

 

Done February 21, 2024:
    - general: fixed two bad interactions with Brutal Doom 22: a) keys becoming invisible after teleporting (which made map 30 de facto impassable) and b) captured marines converted by archviles turning into nazis instead of evil marines
    - general: removed the forgotten debugging tag "why is no fucking work" from my customized archviles (was being displayed as monster name in the monster info overlay)
    - map 241: fixed two VERY broken doors in the blue key area that could easily box the player in an inescapable room

 

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Done February 21, 2024:
    - general: added placeable versions of EvilMarineRifle and EvilMarinePlasma
    - general: rearranged the composition again. Now individual files have no date in their name, only the archive does. If you want to download picemeal, check file dates yorself. Reason: too much hassle, required to change launcher pk3s every time. The old versions folder will only contain old archives from now on.
    - map 062: changed wolfenstein nazis, who spawn as evil marines on non-wolfenstein maps, into placeable evil marines. Much more stable, and there is always a GUARANTEED one with plasma, and as a bonus now have unique tags and obituaries.
    - map 062: fixed minor texturing errors

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Addendum: I hope this is finally, FINALLY over. I do not want to awaken in the middle of the night again from a sudden realization I have overlooked strange key behavior in map 28 while testing for BDv22 compatibility and that keys were probably broken and the map 30, oh noes. And then be unable to go back to sleep and start patching because I couldn't sleep anyway.

No. Not good for one's health at all.

 

I will always glad to receive a bug report and PATCH the heck out of imperfections, but for now I just want to be FREE and to move to my other projects. Like that Stellaris/Mass Effect crossover.

Soooo sleeepy =_=

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Currently: migrating from my favorite potato to Lenovo ThinkPag (blegh, Win10! :( )

Reason: need to update to the latest version Ultimate Doom Builder, re-save all maps and re-compile all scripts. Analysing BDv22 showed me that I was using *ancient* script syntax likely no one else would be able to use because I was stuck with the last available build of GZDoom Builder Bugfix - because Ultimate Doom Builder was useless, only able to display startup error about OpenGL 3.2 unavailability (of course it wasn't available: OpenGL 3.1 is as high as Intel HD 3000 could go).

Buuut, while recording videos in GZDoom I have noticed strange monsters behavior (imps waking in airtight closets where they shouldn'thave been able to see or hear you, an archvile just standing there in the corner, staring at me but not responding) that I blame on GZDB's node builder. That node builder was glitching and complaining and I barely managed to coerce it to work, otherwise I wouldn't have been able to save my maps) Nothing the like happened in Zandronum, mind you, but I suspect Zandronum just runs its own nodebuilder or something like that.

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Great news on the BDv22 support!  Your version will be the only real version to play.  All the "vanilla" versions of ED have the tanks, turrets and several other actors stripped out.

 

 

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Posted (edited)
On 3/7/2024 at 3:14 PM, akidd said:

All the "vanilla" versions of ED have the tanks, turrets and several other actors stripped out.

Travesty!

..that's why I made this build. One of the reasons, at least. To keep as much of the original working as possible (and bring back the tuff I liked in previous versions but Mark-sensei had removed by some reason).

 

On an unrelated note, the download link is down: someone decided DDOSing my home server was a funny idea.

My elderly router did not get the joke.

And with it, it seems my ISP went down as well.

I am working on resolving this fecal matter - maybe I'll upload the last full file onto some file sharing service as a temporary solution, we'll see.

 

P.S. The ISP customer service says it was a DDOS attack on them as a whole. So it is their job to resolve this. Meanwhile my Ethernet cable is unplugged from the router, back at home (yes, I am paranoidal. So what?).

Sooo, for at least 8 more hours chebmaster.com will remain down.

Edited by chebmaster

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Posted (edited)

Well, my internet *seems* working -- half the inbound bandwidth is still occupied by shit flying from a thousand fans, my web server logs register several weird probing attacks per second (distributed, too) and I had to reboot my router after the first 10 minutes of turning the web server back on because the router itself locked up and stopped responding.
So... maybe?

Uploading chebskies somewhere else is still a must, but I am still dissatisfied with the quality and want to re-build it using modern tools, before declaring it a final version and doing that (because people will start posting direct links bypassing this thread) -- BUT that line of action stalled halfway through map 04, other projects distracting me.

 

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