RottingZombie Posted August 13, 2020 Wow! I haven't played e2 yet so this is awesome. Going to play through e1 again first. 1 Share this post Link to post
head_cannon Posted August 13, 2020 (edited) I am glad to hear the good news about the v1.0.0 release. The last time I played, I encountered the bug on MAP25 that galileo31dos01 describes on page 13 of this thread, and didn't feel like cheating to bypass it (after all, Fireking clearly told me not to), so I left it there. I guess it's time to start another playthrough, and maybe actually finish the mapset this time! 0 Share this post Link to post
Uni Posted August 13, 2020 (edited) Great news! I was looking for an excuse to replay this relic and I've already have gotten through "Shadow Port" and loved the gameplay changes you guys made but I also got a quick question. I was playing using Crispy Doom and I kept falling off of the fake bridge right after the yellow key door. Is that suppose to happened or did I mess something up? 2 Share this post Link to post
esselfortium Posted August 13, 2020 1 hour ago, Uni said: Great news! I was looking for an excuse to replay this relic and I've already have gotten through "Shadow Port" and loved the gameplay changes you guys made but I also got a quick question. I was playing using Crispy Doom and I kept falling off of the fake bridge right after the yellow key door. Is that suppose to happened or did I mess something up? Sounds like I messed something up, then, actually... Nodebuilder change must have done it. It should be an easy fix but ARGH Thanks for the report, please let me know if you encounter any similar issues elsewhere! edit: edit 2: Fixed with 1.0.1! Sorry about that, we forgot to consider the odd differences in self-referencing sector behavior between ZenNode and ZokumBSP. 2 Share this post Link to post
Egg Boy Posted August 13, 2020 Congrats on the release! I've been watching this low profile WAD for a while, I hope it gets the recognition it deserves! Spoiler /s 0 Share this post Link to post
esselfortium Posted August 13, 2020 MAP01 bridge bug fixed with 1.0.1, same URL: http://esselfortium.net/wasd/btsx_e2.zip. Wouldn't be a BTSX release without at least one hilarious bug found 5 minutes after release. 13 Share this post Link to post
Jayextee Posted August 13, 2020 Is the Unity-port version affected by this bug? Just downloaded it tonight for PS4. 0 Share this post Link to post
StoneMason Posted August 13, 2020 Surprised to see there's no new secret level this time around, like there was when episode 1 left beta. Ah well. Congrats on leaving beta! I shall do a replay soon. Can't wait to see the big changes to map20! 1 Share this post Link to post
esselfortium Posted August 13, 2020 Just now, Jayextee said: Is the Unity-port version affected by this bug? Just downloaded it tonight for PS4. Yes, it should be fixed there soon, though probably not today. Apologies! (You can still complete the map in the bugged version, you just have to run across the bridge instead of stopping in the middle of it...) 3 Share this post Link to post
GarrettChan Posted August 13, 2020 It's all dew's fault to have something broken in the WAD! BTW, congrats on the release, hurray! 3 Share this post Link to post
Starduster Posted August 13, 2020 ✅✅✅ Great work guys! I remember lurking around long before I made an account and seeing this thread. E1 is still on my to-do list of wads but I can't wait to play this one! 2 Share this post Link to post
StoneMason Posted August 13, 2020 I noticed that full sprite rotations, and various sprite fixes are not included in this new release, despite episode 1 including them. 1 Share this post Link to post
esselfortium Posted August 13, 2020 3 minutes ago, Starduster said: ✅✅✅ Great work guys! I remember lurking around long before I made an account and seeing this thread. E1 is still on my to-do list of wads but I can't wait to play this one! That's cool, E2 was on my to-do list of wads for around 6 years :-) Hope you enjoy them when you get to playing them! 1 Share this post Link to post
esselfortium Posted August 13, 2020 Just now, StoneMason said: I noticed that full sprite rotations, and various sprite fixes are not included in this new release, despite episode 1 including them. To be honest I completely forgot that E1 even had them, it's been so long. Oh well. 2 Share this post Link to post
Tristan Posted August 14, 2020 stewboy's MIDI "Neighbouring Tribes" from MAP09 is still called '95' in the text file :) 2 Share this post Link to post
esselfortium Posted August 14, 2020 10 minutes ago, Eris Falling said: stewboy's MIDI "Neighbouring Tribes" from MAP09 is still called '95' in the text file :) DOH. 3 Share this post Link to post
VanaheimRanger Posted August 14, 2020 47 minutes ago, HavoX said: Nice. Only one more to go! You clearly haven't heard about Back to Saturn X Episode 4: Temporal Bootstraps of the Afterlife 27 Share this post Link to post
A_D_M_E_R_A_L Posted August 14, 2020 Finally an out-of-beta release. Been a hot minute. 0 Share this post Link to post
Not Jabba Posted August 14, 2020 2 hours ago, guitardz said: You clearly haven't heard about Back to Saturn X Episode 4: Temporal Bootstraps of the Afterlife Don't tease. That sounds great already. 5 Share this post Link to post
Chip Posted August 14, 2020 6 hours ago, esselfortium said: Sounds like I messed something up, then, actually Oh, I thought it was a cool feature! I kept falling through it, then realized that there is not room over room, so I solved the puzzle after many attempts. Great job! I made my way to level 2 before I had to go somewhere. Already as great as episode 1! Can't wait for episode 3's release! 0 Share this post Link to post
LVENdead Posted August 14, 2020 Wow, I started this WAD a couple weeks ago and got up to MAP 25 earlier this week. Ha ha ha... Guess that means I need to start over :P Congrats on the update! 1 Share this post Link to post
lirui1001 Posted August 14, 2020 Map04: This pit near the exit platform is marked as sector 11 damaging floor. 1 Share this post Link to post
A_D_M_E_R_A_L Posted August 14, 2020 2 EvilEye's at the M20 exit Spoiler Also TY for fixing those closets in M4. 100% kills is now possible. Spoiler 0 Share this post Link to post
DarkQuill Posted August 14, 2020 Looking forward to going through the new Map20. Congrats on the full release! 0 Share this post Link to post
Dimon12321 Posted August 14, 2020 (edited) Quote This patch should ONLY be used if your source port doesn't support the optimized blockmap used in the mainline version of MAP20. This version of the map avoids most of that optimization, and is thus NOT VANILLA COMPATIBLE, but will work with ports whose blockmap loading behavior inherited a Boom engine bug. What does that mean? Edited August 14, 2020 by Dimon12321 0 Share this post Link to post
Poncho1 Posted August 14, 2020 (edited) I found this is Map20: there's a wall where enemies can simply fall off of (not as ghost monsters, btw). For reference, the wall's near the beginning, to the right after picking up the Plasma Gun. Hope this helps. The second image is a bit "confusing", so the middle of the screen is where Doomguy is (well, that's normal, but still). 0 Share this post Link to post
StoneMason Posted August 14, 2020 @Poncho1 That is likely happening because you're not playing with a vanilla complevel. 3 Share this post Link to post
Poncho1 Posted August 14, 2020 @StoneMason Yep, seems you're right. It's just that I highlight the WAD files and slide them over the "glboom" file on my folder. I don't type anything into the command lines, since I'm a lazy bastard. Oh well. Nothing serious, then. 1 Share this post Link to post
esselfortium Posted August 14, 2020 Sorry about that! One of the blockmap optimizations utilized in map20 was broken in Boom a long time ago, and so Pr only handles them correctly under vanilla complevels like cl2. Running it under the wrong complevel means a lot of things are going to be walking through solid structures, probably including the player. 3 Share this post Link to post