Vosolokoviteh Posted August 19 Y bien hecho en cambiar el slot de Calle 13 por cierto, ya tiene otra vez el sentido y gracia el nombre de ese mapa 4 Share this post Link to post
Firedust Posted September 12 (edited) Hi! It appears I'm stuck in map 13. Pls help. I got the red key and can't get out of this area. The smaller square shows the doorway that has closed and there doesn't seem to be a switch to open it. https://prnt.sc/gHYx3DRoLBCb Is this a softlock or am I missing something? Playing on UV, GZDoom 4.12.2. Edited September 12 by Firedust 0 Share this post Link to post
erzboesewicht Posted September 17 (edited) I've just looked into this (with prboom-plus) and in a normal playthrough this doorway should normally not close; it is closed at the start but opens once you go through the grey corridor shooting the switch and then stays open. So it may be a GZDoom-specific bug perhaps? Perhaps the mapper can help ... 1 Share this post Link to post
1Destro3456 Posted September 17 Ohh this is awesome, I need to play thiss 0 Share this post Link to post
Downcologo one Posted September 17 1 hour ago, erzboesewicht said: I've just looked into this (with prboom-plus) and in a normal playthrough this doorway should normally not close; it is closed at the start but opens once you go through the grey corridor shooting the switch and then stays open. So it may be a GZDoom-specific bug perhaps? Perhaps the mapper can help ... Show the image please 0 Share this post Link to post
Firedust Posted September 17 (edited) 6 hours ago, erzboesewicht said: I've just looked into this (with prboom-plus) and in a normal playthrough this doorway should normally not close; it is closed at the start but opens once you go through the grey corridor shooting the switch and then stays open. So it may be a GZDoom-specific bug perhaps? Perhaps the mapper can help ... Opening the doorway first time round wasn't the problem. But it closed behind me and never opened after I had entered the area. Edited September 17 by Firedust 0 Share this post Link to post
erzboesewicht Posted September 17 (edited) 9 hours ago, Firedust said: Opening the doorway first time round wasn't the problem. But it closed behind me and never opened after I had entered the area. I've looked into it in an editor and at least in theory everything seems to be ok: - The sectors #297, #298 and #299 which compose the barrier have tag 10 - Tag 10 is only manipulated by linedef #257 which is the shootable switch near the first archvile, which allows you to open the barrier. It is of type 46 "GR Open and Stay", which is a vanilla action afaik. So in theory the barrier should not be able to close again ... Are you playing the most recent version of HCP (RC5)? If it's an earlier version perhaps the setup is different, because the map was modified in RC5. (Edit: You should be playing this version because before RC5 this map was in another slot ...) @Downcologo one Firedust has posted an image in his previous post where you can see which barrier is affected. 1 Share this post Link to post
Firedust Posted September 17 1 hour ago, erzboesewicht said: Are you playing the most recent version of HCP (RC5)? If it's an earlier version perhaps the setup is different, because the map was modified in RC5. (Edit: You should be playing this version because before RC5 this map was in another slot ...). Playing RC 5, yes. The barrier closed again shortly after I entered the area. I thought that was intended. 0 Share this post Link to post
erzboesewicht Posted September 17 I can unfortunately not help more than that ... very likely as I already wrote it's a GZdoom bug, because the mechanism in the map looks ok and is also very common. But I leave it to the mapper and the experts to determine that ... Perhaps for now just cheat out of the problem, or try it again :) 2 Share this post Link to post
DevilMyEyes Posted September 17 (edited) I'll be looking at map13 with @Vosolokoviteh and hopefully get a fix for that section in gzdoom soon, I'll also be uploading the new version of map25 3 Share this post Link to post
DevilMyEyes Posted September 18 (edited) New version is out changelog HCPRC5B -versión actualizada del mapa 25 -arreglos en la barreras tag 10 del mapa 13 3 Share this post Link to post
Firedust Posted September 23 (edited) Redownloaded and replayed map 13, still a tiny bug present. You forgot to tag this rev closet: https://prnt.sc/Syr7F1praApY (sector 765). It doesn't open, making 100% kills impossible. EDIT: pokemon music was not what I expected in a doom map, cacodemon187 lmao Played map 18. Didn't know Skillsaw was Mexican ahahaha (or... ajajajaja) Edited September 23 by Firedust 4 Share this post Link to post
Firedust Posted September 25 (edited) Got some more bug reports, this time for map 27: https://prnt.sc/ftw5ocyxprin I've marked the broken teleporter closets in red. Sector 344 spectre closet, sector 1214 zombiemen (and consequently sector 85 vile), and sector 1303 one of the PEs don't teleport in. EDIT: map 29, broken caco closet, sector 1288 https://prnt.sc/OVafbnFwOk2i EDIT2: map 32, deaf lost souls here: https://prnt.sc/kpbEhkZj2LGr + wonky teleporter closet here: https://prnt.sc/kX_n-XpkdjFg - I've had cacos in there teleport across random parts of the map and two of them got perpetually stuck Edited September 25 by Firedust 1 Share this post Link to post
doomvigi4 Posted September 27 (edited) lestg gooooooo, grande la comunidad latinoamericana y canada y estados unidos formando un mega wad de este juegaso llamado doom2 2 Share this post Link to post
DevilMyEyes Posted October 14 The wad's finally available now on Idgames! 7 Share this post Link to post
Downcologo one Posted October 14 7 minutes ago, DevilMyEyes said: The wad's finally available now on Idgames! Vamos loco despues de tanto tiempo lo logramos subir a Idgames 1 Share this post Link to post
DevilMyEyes Posted October 14 Ya era hora, muchas gracias otra vez a Worm, estos meses no he podido tocar casi nada en el proyecto. Nos hizo un favor a todos, es un grande. 5 Share this post Link to post