Vanilla Bugs and Fixes

Target of next release is Vanilla. This list will help for bug fixing.

If anyone finds vanilla glitches or bug, please post screenshots or descriptions of what happens. Also can post wads of fixed maps, with description of what was fixed.

List of issues:

C1M4: Tutti Frutti
C2M5: Tutti Frutti
C2M6: Tutti Frutti
C3M3: Tutti Frutti
C3M5: Placeholder Map
MAP04: Tutti Frutti
MAP09: VPO
MAP12: Limit Removing
MAP15: Limit Removing
MAP28: Limit Removing
MAP29: Limit Removing
MAP30: Tutti Frutti


Screenshots of glitches.

Spoiler

C1M4
c1m4_DOOM00.png

C1M4
c1m4_DOOM01.png

C1M4
c1m4_DOOM02.png

C1M4
c1m4_DOOM03.png

C1M4
c1m4_DOOM04.png

C1M9
c1m9_DOOM00.png

C2M6
c2m6_DOOM01.png

C2M6
c2m6_DOOM02.png

C3M3
c3m3_DOOM01.png

MAP04
map04_DOOM01.png

MAP04
map04_DOOM02.png

MAP04
map04_DOOM03.png

MAP04
map04_DOOM04.png

MAP09
http://i.imgur.com/LZla2yX.jpg

MAP30
map30_DOOM01.png

MAP30
map30_DOOM02.png

 

Edited by Catoptromancy

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Looking at the txt file, you need to be more specific.
"switch broken" on map09. Which switch? Also that map has a misalignment in the first room, no difficulty settings and (for me)crashes Choc Doom(I think its the high-sector usage with the red cracks that cause this).

I think its safe to say map15, map28, map13, map19, e1m5, e2m5 are all too detailed/too many boom features. And those maps are basically Zok's and wesley's maps. Map11 is a Doom 2 clone. Same for map26.

Spoiler

For a second there, I thought the next release was coming and.you were making demos for it.

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Map30 doesn't run in chocolate Doom for me. It crashes upon opening the door to the boss room. How did you do it?

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Voros said:

[...] Map11 is a Doom 2 clone. [...]


i'm already editing map11

Voros said:

Map30 doesn't run in chocolate Doom for me. It crashes upon opening the door to the boss room. How did you do it?


yes it crash if you open door and imediate run backward. Confirmed and tested possible a visplace ouverflow ;)

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^ HOM crash? I never heard of that before. Nor did I see any HOMs on E1M1. Although Choco would crash upon looking on the outer area of the "Starport", possibly VPO.

Catoptromancy said:

I think tex1 might need work. Many maps have tutti frutti on the same texture.

Mind if I ask what is tex1? Tutti frutti stuff can be fixed by making the textures 128 height, so that shouldn't be too much of a problem.

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I'm certain that fixing the y offsets to 128 will fix it. It's how the Aquatex textures were fixed. But whether they loop properly (visually) on sectors higher than 128, will be a pain in the butt to implement correctly.

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Voros said:

I'm certain that fixing the y offsets to 128 will fix it. It's how the Aquatex textures were fixed. But whether they loop properly (visually) on sectors higher than 128, will be a pain in the butt to implement correctly.


that tutty frutti in c1mi is a step textures and you cant make them 128 believe me, map07 behave diferent if you do it, lots of map07 maps from diferent map packs use diferent steps, the behavior of map07 after the spiders die is "Raise floor (tag 667) by textures" wonder what happen if you make a texture 128, you can edit your d2m07 and see the result. (actualy cyberdreams abuse of this behavior to make player rush the exit before its too late)

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Only E4 is left and will probably take me awhile. Pretty sure E4 is limit removing so hopefully wont need to much work.

All other initial vanilla results are posted in text file. I probably missed a bunch of stuff, but exitable is a good benchmark.

Figured out how to get screenshots in chocolate-doom. Should help with posting graphics glitches.

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Voros said:

e2m5 are all too detailed/too many boom features.
[/spoiler]


E2M5 I almost exited, ran around entire map looking for something and managed a VPO eventually. A nearly unnoticeable editing should get it going.

Also, top post has been edited for clarity and added screenshots of glitches.

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For the triple; Initial vanilla testing results are in!

All glitches with useful screenshots are posted in first post.
Basic compatibility of each map is posted in first post.
Demos of all exitable maps of course.

About half our maps are already vanilla compatible, with only some minor non-crashing glitches. Another fourth of the maps only need slight modifications to be vanilla.

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by cato request i'm adding here the maps of i'm working on fro freedoom some of them are fixes for vannila

https://www.doomworld.com/vb/freedoom/92155-c2m4-vannila-rework-real-this-time/
this one fix the boom issue in c2m4 and its final edit i'm just waiting for other players testing for a proper pull request. (i tested it personaly but maybe someone can find something of i dont)

https://www.doomworld.com/vb/freedoom/92111-just-a-map05-fix/
That fixed map05, i have no idea why the pull request to it was not accepted...
more details: https://github.com/freedoom/freedoom/pull/345

https://www.doomworld.com/vb/freedoom/92115-map11-rework/
this is map11 rework, i'm going to make it less mirror from original doom2 and vannila playable but its a wip and i'll pause on it for a while but i'll sure end it.

also i'm working in e2m3 (near done) and for detailing i'm claiming e2m2 and i'll soon make e2m1 zdoom friendly.

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Ill work on E4, most are nearly vanilla.

Just remembered the savegame buffer. Hopefully wont cause too many problems.

EDIT> Savegame buffers will cause a problem. Added which maps cause overruns from player start to list in textfile.

EDIT> Freshly Vanilla maps posted.

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Episode 4 is fully vanilla, or should be. (Can be added to repo now)

Demos include messing around in the VPO areas for testing.

C3M8 Merged a bunch of vertexes.
http://www.geocities.ws/catodemos/freedoom/catoptromancy/c3m8_c1.wad
http://www.geocities.ws/catodemos/freedoom/catoptromancy/fd1-e3m8-v1.lmp

C4M1 is now vanilla compat.
http://www.geocities.ws/catodemos/freedoom/catoptromancy/c4m1_c1.wad
http://www.geocities.ws/catodemos/freedoom/catoptromancy/fd1-e4m1-v2.lmp

C4M3 fix tutti frutti
http://www.geocities.ws/catodemos/freedoom/catoptromancy/c4m3_c1.wad

C4M4 only had minor graphic glitch. No demo.
http://www.geocities.ws/catodemos/freedoom/catoptromancy/c4m4_c1.wad

C4M7 is now Vanilla compatible. Cato wall, Rottking lighting.
http://www.geocities.ws/catodemos/freedoom/catoptromancy/c4m7_c1-edit.wad
http://www.geocities.ws/catodemos/freedoom/catoptromancy/e4m7-v1.lmp

C4M9 removed medusa tex.
http://www.geocities.ws/catodemos/freedoom/catoptromancy/c4m9_c1.wad

MAP04 is vanilla. Sadly many lights needed to go. Almost all changes were in the start area.
http://www.geocities.ws/catodemos/freedoom/catoptromancy/map04_c1.wad
http://www.geocities.ws/catodemos/freedoom/catoptromancy/fd2-map04-v2.lmp

MAP08 works in vanilla. Monster spawners converted, VPO, and small graphic glitches fixed.
http://www.geocities.ws/catodemos/freedoom/catoptromancy/map08_c1.wad
http://www.geocities.ws/catodemos/freedoom/catoptromancy/fd2-map08-v1.lmp.lmp

MAP09 is vanilla. Lots of boom actions converted to vanilla easily. Basic skills implemented. Deathmatch stuff. Various doors and traps can be opened from backside to allow for coop and DM.
http://www.geocities.ws/catodemos/freedoom/catoptromancy/map09_c1.wad
http://www.geocities.ws/catodemos/freedoom/catoptromancy/fd2-map09-v1.lmp.lmp

MAP14 vanilla compat. Playable and exitable at least, with demo.
http://www.geocities.ws/catodemos/freedoom/catoptromancy/map14_c1.wad
http://www.geocities.ws/catodemos/freedoom/catoptromancy/fd2-map14-v1.lmp

MAP18 is vanilla. Gameplay is identical. Architecture is also the same or looks extremely similar. Almost everything in middle part needed a lot of vertex massaging. Very many tiny adjustments. Much VPO testing in demo.
http://www.geocities.ws/catodemos/freedoom/catoptromancy/map18_c2.wad
http://www.geocities.ws/catodemos/freedoom/catoptromancy/fd2-map18-v.lmp

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All three Amarande's maps have been tested with -nomonsters in choco. Ready for repo.

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Nope, MAP29 is not fully vanilla compatible. It may not have VPOs but it does have some drawseg overflows.

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I think it was suggested that next release be limit-removing. Exit-able in vanilla is also limit-removing, so should be good. Will take a considerable amount of time to make maps fully vanilla.

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Bump. Can someone commit those maps posted? There are 9 of my fixes, and 3 of Amarande's. All have been tested to be exitable in vanilla.

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Catoptromancy said:

Bump. Can someone commit those maps posted? There are 9 of my fixes, and 3 of Amarande's. All have been tested to be exitable in vanilla.

I can, but I'd like to test them all out too. Although Google Drive hates so I can't check out Amarande's maps.

Btw, what about map09?

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Voros said:

I can, but I'd like to test them all out too. Although Google Drive hates so I can't check out Amarande's maps.

Btw, what about map09?


Mirror of Amarande's maps.
http://www.geocities.ws/catodemos/freedoom/amarande/

I am doing maps in whatever order I am in the mood for. Managed to get MAP09 exitable in vanilla. A little VPO is all thats left. Also there is no deathmatch starts. This would make a great deathmatch map, but will take some time to figure it out.

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Don't forget difficulty levels. They weren't added (I blame myself for not noticing during playtesting).

Anyways the maps run Chocolate Doom fine, so that's a great leap forward. Hopefully the maintainers will add them as soon possible.

Edit: MAP14 is a filler map. Jon said so himself. That, and Jon requested that his levels be removed rather than be converted to vanilla. I believe MAP14 should be removed from the mapset, as it is technically not an actual map for the slot. It could be replaced with one of Nex Credo's map. BTW, I found a tutti-frutti on your vanillafied map.

Also, whenever I load MAP08 with another map (say the vanilla MAP04), there're always parts of the map with the medusa effect, and they occur in the same regions everytime. That doesn't happen when I only load the MAP08 PWAD. I'm interested as to why this happens.

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Graf Zahl said:

Nope, MAP29 is not fully vanilla compatible. It may not have VPOs but it does have some drawseg overflows.


Can you indicate where you were standing/looking when evidence of drawseg overflow occurs?

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