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Joshy

NDCP2: Bugfixing thread

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If you just got rid of the custom monsters, I'd love it forever. I don't think that counts as a bug though.

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Nuxius said:

On that note, we should probably get someone who can post at NewDoom to post this over there.

I doubt anyone would notice it, that place is basically a tomb now. Dead dead dead.

Hawkwind said:

map 28 ...

1. Lines 15069, 15231, 15232, 15235 and 15242 have the lower texture DU_ROCKA on the wrong sidedef - creating missing textures.

2. Remove tag number 3 from sector 97. Not required and door does not work in prboom(+) as a result.

Ah, fuck. Thought I squished all my bugs. :(

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Someone could always be found to play the maps and bug fix them on the authours behalf.

I did this with the Heretic Treasure Chest; Once all the maps were submitted, I bug fixed them all prior to final release.

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Heres a version of the NDCP2 with most of the bug's mentioned in this thread fixed. Though there are still some huge bugs (i.e Map02 is still unfinishable).

http://files.drdteam.org/index.php/files/get/K4gRCrBGE4/ndcp2v2.zip

I've included a txt file stating what I did and didn't fix.

EDIT: Forgot to add these to the not fixed list above mentioned txt:

Some of the CWILV##'s don't match the dehacked and/or mapinfo level names. Map 17 is an example.

WARNING, BR_WAL8M, DAN_DTN1, MRCONZ, MRCOZZ, MRHEL6, MRHPANE, MRSHTN1, MRSHTN2, TSCRN2 to TSCRN8,
have a non Power of 2 width. so software BOOM based ports will repeat them to the hightest power of 2 that fits into width.

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Vermil said:

Map02 is still unfinishable.


Are you referring to the 28th April official version or the version we are basing our fixes on, the 17th May unofficial version? If I recall correctly, this was fixed in the 17th May version.

UPDATE ...

Since I noticed this in your text file for v2 ...

Map29 ~ Pass-thru fix before yellow key door ??? CAN'T FIND

FYI line 1556.

This has been fixed in the 17th May version. You might like to download this. Here is the link again ...

http://www.megaupload.com/?d=W018F7N1

@DoomMAD

There is still one thing that needs fixing in map 28. In non-zdoom ports the secret at sector 2501 does not get credited. To fix just give the credit to sector 2502 instead. BTW I did report this over at NewDoom at the time.

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Well, since Vermil's is based off a old version, I'm just going to go ahead and stick with the one I'm currently working on.

Question:
There are 2 dehacked files in NDCP2.WAD, one called "DEHACKED" and another called "NDCP2". Do we need both? If not, which one should I delete?

Question 2:
Does anyone know what nodebuilder was originally used on this? I usually use Zennode, is that O.K? Or should I use ZDBSP instead?



Side note:
Seg Volation (>32,768) in Boom for these maps. Obviously we are not fixing this. Will make a note in the text file, however.
MAP02: Not Applicable by Macro11_1
MAP06: Amadeus by jetflock
MAP14: COMRADE by jetflock
MAP19: Darkseed by jetflock
MAP21: Second Attention by Danimetal
MAP27: Wastelands by ghost
MAP29: Absolute Evil by g6672d, Dutch Devil, Mr.Rocket





Overall bug notes:
- (-FIXED; copied to external file called NDCP2.deh-) For BOOM 2.02 compatibility, Dehacked patch should be available as a .DEH file too or .BEX because it can not handle deh in a wad.
- (-FIXED-) JF_REACT and JF_ND8 (Columns without a patch in texture) errors
- (-NOT GOING TO FIX UNLESS THIS CRASHES BOOM-) WARNING, BR_WAL8M, DAN_DTN1, MRCONZ, MRCOZZ, MRHEL6, MRHPANE, MRSHTN1, MRSHTN2, TSCRN2 to TSCRN8, have a non Power of 2 width. so software BOOM based ports will repeat them to the hightest power of 2 that fits into width.
- Some of the CWILV##'s don't match the dehacked and/or mapinfo level names.
--- (-FIXED-) MAP13 - Dehacked = plutonic dawn , cwilv12 = plutonic dusk
--- (-FIXED-) MAP15 - Dehacked = halfway between , cwilv14 = down the drain
--- (-FIXED-) MAP16 - Dehacked = conglomerate complex , cwilv15 = the conglomerate
--- (-FIXED-) MAP17 - Dehacked = headache , cwilv16 = alientech
--- (-FIXED-) MAP24 - Dehacked = dimension palace , cwilv23 = dimension jump
--- (-FIXED-) MAP25 - Dehacked = brimstone , cwilv24 = radracer
--- (-FIXED-) MAP26 - Dehacked = the archvile's temple , cwilv25 = archvile temple



MAP02: Not Applicable by Mark Pedersen (Macro11_1)
- Wrong texture on line 11886. Should be DU_PLUT6. Or just rework this small area.
- Have a close look - up - at lines 16330, 16331, 16104, 16310, 16168 and 16166 and compare the rest of the ceiling light.
- I suggest making a new flat to fix the problem in the ceiling of sectors 1128 and 1264 for example.
- Remove action/type from line 608. Player exits at line 2722.

MAP03: Voiced Silence by Danimetal
- Ceiling flats for sectors 1604, 1602, 1603, 1600, 1498, 1539, 1520, 1516 and 1536 all should have been MFLR8_1 and check ceiling light levels in this general area..
- Wrong lower tex on line 4908. Should be METAL1.
- Line special 261 ( change ceiling brightness) should have been used for sector 1936 and 427.
- Wrong ceiling flat sector 1838, 1848, 1845 and 1851.
- Sector 713 should not have had sky as the ceiling ( door ) and probably wrong choice for the floor as well.

MAP04: Infestations by Mr.Rocket
- Two teleport things at sector 398.
- Tag at sector 55 can be removed as there is no corresponding line tag.

MAP06: AMADEUS by jetflock
- Line 15317 needs JF_CANY on its lower - missing texture.
- Lines 7763 and 7644 need METAL on their lowers - missing textures.

MAP09: Pistons by ace
- Missing the lower texture on line 9245 - should be BROWN1 ?
- have walkover generalised crusher types which these do not support.
--- Replace the imp at sector 1301 with a voodoo doll. Remove type and tag from line 13342 and sector 1300. Change the type/action on line 13336 to 25.
- The floor of sector 826 would look better with cratop2 - compare sector 815.
- Line 8400 needed a Y offset of -8.
- Wrong ceiling flat for sectors 1021,1020,1024. Should be DU_ROCK1.

MAP10: Graystar by Nuxius
- (NOT FIXING, WAS INTENTIONAL-)

MAP12: Something Died by Dennis Meuwissen (Exl)
- Line 290 needs to be tagged and sector 31 the same tag number.
- Line 1105 needs to be tagged and sector 129 the same tag number.
- Line 1369 needs to be tagged and sector 154 the same tag number.
- Line 1369 needs to be given tag number 14.
- Line 16 needs to be given tag number 3.

MAP14: COMRADE by jetflock
- Thing 307 should be removed.

MAP15: Halfway Between by Osiris Kalev, Joshy Sealy (ghost) and CrazedImp
Fixed these because there are multiple authors for this map.
- (-FIXED-) Sector 1655 needs a ceiling height of 128.
- (-FIXED-) a Wooden door (sector 1694) does not open without the "spesial lines do not block use" option on complevel 9. This kept me lost for an Hour. In other words, the lines 6664, 6669 and 6670 need the Pass Thru flag.
- (-FIXED-) Action/type and tag can be removed from line 9523 since there is no corresponding sector tag.

MAP16: Conglomerate Complex by Various
Fixed these because there are multiple authors for this map.
- (-FIXED-) Things 183 and 184 - imps - are stuck on the stairs. Maybe intentional ?
- (-FIXED-) Front upper tex on line 1970 might need a Y alignment.
- (-FIXED-) Sectors 1891 need the tag number 24.
- (-FIXED-) Look closely at surrounding areas when crossing lines 12049/12077 and 14703/14707. The player can tell that there has been a silent teleport.
- (-FIXED-) Lines 5871, 6179, 6180, 6181, 6182 and 6183 have the lower textures on the wrong sidedef.
- (-FIXED-) Lines 698 and 934 need to be lower unpegged.
- (-FIXED-) Lines 1787 and 1379 need an X alignment.
- (-FIXED-) Lines 5113, 5114, 5115 and 5116 require METAL as the upper texture - missing textures.
- (-FIXED-) Lines 2245 and 2248 can have the lower unpeg flag removed.
- (-FIXED-) Lines 11037, 11036 and 11034 need a Y alignment.
- (-FIXED-) The texture on line 10207 is very much out of place.
- (-FIXED-) Sectors 1503 and 1333 could use some "squaring up".
- (-FIXED-) Lines 10322 and 10328 need to be lower unpegged.
- (-FIXED-) Lines 8368 and 8370 need tyo be lower unpegged.
- (-FIXED-) Lines 10799/10800, 8368/8370, 8349/8645 not lower unpegged.

MAP17: HEADACHE by jetflock
- Voodoo Doll scripts use floors that scroll too fast
- Line 5996 is missing upper and lower textures - use JF_CHOO4.
- Lines 6024, 6446 are missing upper textures - use JF_CHOO4.
- Lines 8387 and 7966 are missing upper textures - use MRBLKW.

MAP18: Ominous Core by Darren Finch (Doom Dude)
- Ceiling at sector 96 looks out of place. I would have thought FLAT19.
- Wrong ceiling flat sector 1297. Should be CEIL5_1.
- Wrong X offset for linedef 2897. Its front sidedef should be x 32. ( crate1 ).
- Wrong X offset for linedef 5325. Its front sidedef should be x 32 ( crate2)
- Sectors 2-7 have the floor flat FLOOR5_1. Adjacent sectors have FLOOR4_8. Intentional ?

MAP19: DARKSEED by jetflock
- Voodoo Doll scripts use floors that scroll too fast
--- Somme Barrels are supposed to cross the room surrounded by sector 698.
--- Because Voodoo Dool going too fast:
--- sectors 832 to 842 does not lower
--- wolking on lines of sector 913,1744,1760,1750,1745,1762,1748 does not kill you
--- the bridge does not raise properly and you get blocked.
--- in the Room with main sector 1123 the labirinte does not raise wen crossing lines 4849 and 5319
- Lines 1421 and 1434 need their back sidedefs removed since these are single sided lines.
- Remove the tags from sectors 198 and 201.
- Remove teleport sprite on line 3911. It has no relevance.

MAP20: Caverns by PumpkinSmasher
- Sector 921 is inaccessible and 100% kills not possible.
- After the switch at line 5245 is activated, and the player happens to be at sectors 888 or 891, the player is trapped and dies. One simple solution would be to make sectors 835, 890 and 893 a lift sector.
- Sector 481 is inaccessible and 100% kills not possible.
- Line 2256 needed line type 260 - translucent mid texture - note the start of map 21.
- Remove the translucent texture action/type on line 1974 and give it to line 2256.
- Sector 822 does not rise as a step since line 5174 is facing the wrong way and HOM on front side of line 5174 when steps are raised.
- Wrong texture on line 3819. It should be SHAWN2.
- Lines 3901, 3900 and 3845 needs the impassible flag set.
- Lines 5809/5810 need a slight Y alignment.
- Lines 4780/4785 not lower unpegged.
- Why should line 5830 be impassible ? If the player tries to leap from sector 914 to sector 917, the player will fall into sector 915 and die, AND the player has to be at sector 915/917 to wake some of the monsters at sector 916.

MAP21: Second Attention by Danimetal
- Line 9104 should have its sidedefs changed from sector 1145 to sector 729 - the one that it is in.
- Wrong upper texture on line 14107 - should be DU_BRIK2
- Look closely at surrounding areas when crossing lines 12538 and 11331. The player can tell that there has been a silent teleport.
- Change the ceiling flat of sector 450 to f_sky1.
- Thing 603 is outside the map.

MAP23: Magma by ace
- have walkover generalised crusher types which these do not support.
--- Replace the imp at sector 1482 with a voodoo doll. Remove tag from sector 1481. Change type/action on line 14439 to 25.
- Wrong floor flat sectors 95 and 99. Should be FLAT10.

MAP24: Dimension Palace by CrazedImp
Fixed these because they have been fixed before; for some reason, fixed version was not included in any of the builds.
- (-FIXED-) Unknow botom texture '}@' on second side of lindef 9762
- (-FIXED-) Line 8582 needs to be tagged and sector 760 given the same tag number.
- (-FIXED-) Thing 1987 - deathmatch start - is outside the map.
- (-NOT GOING TO FIX-) Many, if not all, doortraks not lower unpegged.
- (-FIXED-) Wrong ceiling flat for sector 153. Should be DU_DORK1
- (-FIXED-) Wrong ceiling flat for sector 166. Should be DU_DORK1.
- (-NOT GOING TO FIX-) Compare the lower textures for lines 3350/3355 and 3511/5443. Some use DU_WHAT3 and the others use DU_WHAT2. Interestingly, DU_WHAT3 works whereas DU_WHAT2 doesn't. Check this whole area.
- (-FIXED-) Lines 6550, 6545, 6659 etc. etc. need a Y offset of 8.
- (-FIXED you could not even get it with jumping, as it is behind an impassable line, so I just removed it-) Soulsphere should not be at sector 901 as it cannot be obtained without jumping.
- (-FIXED-) Line 12839 needed to be lower and upper unpegged.

MAP25: BRIMSTONE by jetflock
- Extremely difficult - near impossible in most ports - to get from sector 300 to sector 367.
- Boom sector height transfers should have been used for sectors 1822 and 1823. In any case sectors 1822 and 1823 should have had a higher, not lower, ceiling than sector 604 for the vanilla method.
- Give sectors 1822 and 1823 a ceiling height of -1428. This conforms to sectors 1825 and 1826 for example.

MAP26: The ArchVile's Temple by Logan MTM
Fixed these because they have been fixed before; for some reason, fixed version was not included in any of the builds.
- (-FIXED-) Remove the tag on line 595.
- (-FIXED-) Sectors 261 and 224 should either be deleted or their sector floors changed to FLOOR7_1.

MAP27: Wastelands by Joshy Sealy (ghost)
Fixed because author is OP, he knows what I am doing.
- (-FIXED-) Line 15705 requires a lower texture side 2 - missing texture - use ROCKRED1.

MAP28: Rusted Turmoil by Lee Wallis (DooMAD)
Fixed by author, went ahead and fixed the latest one myself (this okay, DooMAD?)
- (-FIXED-) Lines 15069, 15231, 15232, 15235 and 15242 have the lower texture DU_ROCKA on the wrong sidedef - creating missing textures.
- (-FIXED-) Remove tag number 3 from sector 97. Not required and door does not work in prboom(+) as a result.
- (-FIXED-) the secret at sector 2501 does not get credited. To fix just give the credit to sector 2502 instead.

MAP29: Absolute Evil by g6672d, Dutch Devil and Mr.Rocket
- (-FIXED IN THE 5/17/2009 RELEASE?-) First Room at the very middle the hanging body should be non blocking

MAP30: Icon of Chaos by Logan MTM
Fixed these because they have been fixed before; for some reason, fixed version was not included in any of the builds.
- (-FIXED-) Unknow botom texture '@' on second side of lindef 910
- (-FIXED-) Stand at or near sectors 13, 595, 165 and 333 and look towards sectors 609 and 610. You will see render errors here. Control sectors outside the map should have been, and can be used, instead.
- (-FIXED-) Change the Y offset on side 1 of lines 6801 and 6801 from -8 to 0.

MAP31: Die like you Mean it by Dennis Meuwissen (Exl)
Fixed these because they have been fixed before; for some reason, fixed version was not included in any of the builds.
- (-FIXED-) Remove impassible flag from line 5030.
- (-FIXED-) Line 3210 should be changed to type 51 - W1 Exit level ( see line 5030 ).
- (-FIXED-) Remove 3D mode start - thing 0.
- (-FIXED-) Change sector 439's floor and ceiling height to 224. See line 4521.
- (-FIXED-) Line 3599 needs a Y alignment.






We really do need to try to get a hold of the former NewDoomer's who post at the Abyss now. I'd do it myself, but a)I don't have an account there, and most importantly, b)I have no idea where the place is located at. :p

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Well, I have since lifted the fixed maps from the 18th of May version and re-fixed them.

But I have no issues with you taking over. You were one of the people that actually worked on the wad any way.

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Vermil said:

Well, I have since lifted the fixed maps from the 18th of May version and re-fixed them.

But I have no issues with you taking over. You were one of the people that actually worked on the wad any way.

You got a PM coming your way, fine sir! :)

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Joshy said:

Thanks to those who has fixed them. I'm sorta confused now, who has the updated 'token' in this bugfixing ring and plans to finish off all the bugfixing?


Both. :p

I didn't know Vermil was working on one too until I came here to post about mine. (heh)

I'll quote some of my PM to Vermil:

I went ahead and fixed some of the maps for reasons I gave in my post; as for the others, I think the best thing to do right now would be to try to get the original authors over here to fix their maps. (jetflock, for example, got very pissed off when some of the other team members tried to fix stuff in his maps because he said they screwed it up or something)

If went can't locate them after about 2 weeks or so, then we can go with plan B and incorporate the maps you have fixed in the wad instead. If someone gets mad about it, then they will just have to. Should have fixed their maps properly the first time, eh? ;-)

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Well, here's where I was up to:

http://files.drdteam.org/index.php/files/get/gsoEu_px1_/ndcp2v2.zip

It is based off the 28th April version, but with the maps from the 18th May version, that were mentioned fixed in the 18th May version's read me (i.e the May18th version of Map02).

EDIT: Forgot to add this to the not fixed list above mentioned txt:

WARNING, BR_WAL8M, DAN_DTN1, MRCONZ, MRCOZZ, MRHEL6, MRHPANE, MRSHTN1, MRSHTN2, TSCRN2 to TSCRN8,
have a non Power of 2 width. so software BOOM based ports will repeat them to the hightest power of 2 that fits into width.

Though, I don't know if this is worth fixing? One would have to go through all the maps finding where these textures are used and realign them if their dimensions are changed.

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Nuxius said:

MAP28: Rusted Turmoil by Lee Wallis (DooMAD)[/b]
Fixed by author, went ahead and fixed the latest one myself (this okay, DooMAD?)
- (-FIXED-) Lines 15069, 15231, 15232, 15235 and 15242 have the lower texture DU_ROCKA on the wrong sidedef - creating missing textures.
- (-FIXED-) Remove tag number 3 from sector 97. Not required and door does not work in prboom(+) as a result.
- (-FIXED-) the secret at sector 2501 does not get credited. To fix just give the credit to sector 2502 instead.

(...)

We really do need to try to get a hold of the former NewDoomer's who post at the Abyss now. I'd do it myself, but a)I don't have an account there, and most importantly, b)I have no idea where the place is located at. :p


Cool, cheers for the extra fixage. I'll fire off a quick thread on The Abyss to let people know.

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Vermil said:

Well, here's where I was up to:

http://files.drdteam.org/index.php/files/get/gsoEu_px1_/ndcp2v2.zip

It is based off the 28th April version, but with the maps from the 18th May version, that were mentioned fixed in it's read me (i.e the May18th version of Map02).

Great! Thanks a ton, Vermil.

Vermil said:

WARNING, BR_WAL8M, DAN_DTN1, MRCONZ, MRCOZZ, MRHEL6, MRHPANE, MRSHTN1, MRSHTN2, TSCRN2 to TSCRN8,
have a non Power of 2 width. so software BOOM based ports will repeat them to the hightest power of 2 that fits into width.

Though, I don't know if this is worth fixing? One would have to go through all the maps finding where these textures are used and realign them if their dimensions are changed.

I personally am not going to worry about it. Unless someone can show me were it crashes some source port, it would be more trouble to fix than it is worth.

DooMAD said:

I'll fire off a quick thread on The Abyss to let people know.

Thanks DooMAD, I appreciate it.

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After trawling what I commented about over at NewDoom I thought to replicate here what is still relevant ...

Based off the 17th May version.


map 3 ...

1. Ceiling flats for sectors 1604, 1602, 1603, 1600, 1498, 1539, 1520, 1516 and 1536 all should have been MFLR8_1 and check ceiling light levels in this general area..
2. Wrong lower tex on line 4908. Should be METAL1.
3. Line special 261 ( change ceiling brightness) should have been used for sector 1936 and 427.
4. Wrong ceiling flat sector 1838, 1848, 1845 and 1851.
5. Sector 713 should not have had sky as the ceiling ( door ) and probably wrong choice for the floor as well.

map 4 ...

1. Two teleport things at sector 398.
2. Tag at sector 55 can be removed as there is no corresponding line tag.

map 9 ...

1. Line 8400 needed a Y offset of -8.
2. Wrong ceiling flat for sectors 1021,1020,1024. Should be DU_ROCK1.

map 10 ...

1. Sector 422 should have had the floor flat FLAT19.
2. Line action for line 394 would have been better with gen. type 26794, and since this is a multiplayer map, the same for line 459 and 2393.

map 16 ...

1. Lines 698/934 not lower unpegged.
2. Lines 10799/10800, 8368/8370, 8349/8645 not lower unpegged.
3. Sector 1891 should have had the light level 176 and tag # 24. ( added light level )

map 18 ...

1. Ceiling at sector 96 looks out of place. I would have thought FLAT19.
2. Wrong ceiling flat sector 1297. Should be CEIL5_1.
3. Wrong X offset for linedef 2897. Its front sidedef should be x 32. ( crate1 ).
4. Wrong X offset for linedef 5325. Its front sidedef should be x 32 ( crate2)
5. Sectors 2-7 have the floor flat FLOOR5_1. Adjacent sectors have FLOOR4_8. Intentional ?


map 20 ...

1. Sector 822 does not rise as a step since line 5174 is facing the wrong way and HOM on front side of line 5174 when steps are raised.
2. Wrong texture on line 3819. It should be SHAWN2.
3. Lines 3901, 3900 and 3845 needs the impassible flag set.
4. Lines 5809/5810 need a slight Y alignment.
5. Lines 4780/4785 not lower unpegged.
6. Why should line 5830 be impassible ? If the player tries to leap from sector 914 to sector 917, the player will fall into sector 915 and die, AND the player has to be at sector 915/917 to wake some of the monsters at sector 916.


map 23 ...

Wrong floor flat sectors 95 and 99. Should be FLAT10.


map 24 ...

1. Many, if not all, doortraks not lower unpegged.
2. Wrong ceiling flat for sector 153. Should be DU_DORK1
3. Wrong ceiling flat for sector 166. Should be DU_DORK1.
4. Compare the lower textures for lines 3350/3355 and 3511/5443. Some use DU_WHAT3 and the others use DU_WHAT2. Interestingly, DU_WHAT3 works whereas DU_WHAT2 doesn't. Check this whole area.
5. Lines 6550, 6545, 6659 etc. etc. need a Y offset of 8.
6. Soulsphere should not be at sector 901 as it cannot be obtained without jumping.
7. Line 12839 needed to be lower and upper unpegged.

That's it ... for now ...

=================================

BTW I compliled a new texture - from MRQ2DFG - to fix the ceiling of sector 1224 map 2 for example. If needed let me know and I will upload somewhere.

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New bugs added to list.

http://www.doomworld.com/vb/post/885338


Wouldn't mind having this question answered by somebody as well:

Question:
There are 2 dehacked files in NDCP2.WAD, one called "DEHACKED" and another called "NDCP2". Do we need both? If not, which one should I delete?

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If they are identical, only one is needed.

I'd get rid of the NDCP2 one; Just in case there are ports out there that expect Dehacked stuff to be in a lump called DEHACKED.

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Nuxius said:

MAP09: Pistons by ace
- Missing the lower texture on line 9245 - should be BROWN1 ?
- have walkover generalised crusher types which these do not support.
--- Replace the imp at sector 1301 with a voodoo doll. Remove type and tag from line 13342 and sector 1300. Change the type/action on line 13336 to 25.
- The floor of sector 826 would look better with cratop2 - compare sector 815.
- Line 8400 needed a Y offset of -8.
- Wrong ceiling flat for sectors 1021,1020,1024. Should be DU_ROCK1.

MAP23: Magma by ace
- have walkover generalised crusher types which these do not support.
--- Replace the imp at sector 1482 with a voodoo doll. Remove tag from sector 1481. Change type/action on line 14439 to 25.
- Wrong floor flat sectors 95 and 99. Should be FLAT10.


Bugs? What bugs? :P

Before I send it on over, one question: MAP23 also utilizes another generalized trigger for lowering a floor triggered by another imp. Should this be changed as well? I'm thinking perhaps it is just the generalized crusher type that is not supported but I wanted to make sure first. It's been eons since I've done any serious mapping.

Super glad that this is getting the overhaul it deserves, at long last!

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Ah... wow, this seems pretty serious.

Ok, well let me know if any one wants anything from me via E-Mail or PM.
I give permission for anyone to bug-fix my map.
Just please ensure me that the FPS drop bug due to my stupidly missing the tags for "Scrolling textures via line vector?" is fixed. I really had problems with that until entryway showed me what was wrong.

Again, if any one wants anything from me, such as telling me to fix my own map, let me know via E-Mail.

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newt said:

MAP23 also utilizes another generalized trigger for lowering a floor triggered by another imp. Should this be changed as well? I'm thinking perhaps it is just the generalized crusher type that is not supported but I wanted to make sure first. It's been eons since I've done any serious mapping.


I'll repeat what I have already stated ...

For map 9 ...

Replace the imp at sector 1301 with a voodoo doll. Remove type and tag from line 13342 and sector 1300. Change the type/action on line 13336 to 25.

For map 23 ...

Replace the imp at sector 1482 with a voodoo doll. Remove tag from sector 1481. Change type/action on line 14439 to 25.

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Great to see you two here.

Ace: Out of curiosity, why did you use imps for that anyway? Trying to make it compatible with Legacy?


Since Macro11_1 gave his O.K., I have went ahead and merged Vermil's fixed version into the megawad. I'll look into tagging the "Scrolling textures via line vector" as well. I'll also apply the fixed light flat to the section hawkwind was referring to previously.

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Nuxius said:

. I'll look into tagging the "Scrolling textures via line vector" as well.


This might help. Second last post.

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hawkwind said:

I'll repeat what I have already stated ... (snip)


Alright, if that's all that needs to be done then it's taken care of.

Nuxius said:

Ace: Out of curiosity, why did you use imps for that anyway? Trying to make it compatible with Legacy?


Yes. It's been a long while, but IIRC someone who playtested it in Legacy suggested this... but if generalized crushers don't work then it pretty much defeats the point I suppose.

I was hoping to send the maps over yesterday morning but as it stands I haven't had any internet access at home for the past two days. As soon as Concast stops being obnoxious I will send it ASAP.

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Pardon for the bump, but any updates on this bugfixing? It seems people might have forgotten about it? :3

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People forgot about it often enough while it was still in active development, heh. Not surprising it's still happening now.

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