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  1. Oh yes, there are meduses, near the blue key door. To tell the truth, I saw them earlier on this map, but forgot about them. But this is the first time when I see that meduses lead to the engine crash, usually not. In any case, thanks for looking at this problem, everything is clear here - need remove all meduses, they not for vanilla engine. Interesting moment, Crispy Heretic 3.2 running on WinME - not crash in sector 73 on this map, it freezes a little, yes, but doesn’t crash, here they are, these meduses:
  2. Crispy Heretic Another silent crash, maybe it's interesting: https://www.doomworld.com/idgames/levels/heretic/g-i/humpmini E2M5, near the beginning of the map: go forward and to the right into the door that is behind the crossbow, after the dark area I have crash on Chocolate/Crispy Heretic in sector 73 here. It happens to me on the Crispy Heretic 3.2 and some newer exe versions on WinXP, without error messages and entries in stderr.txt and stdout.txt. Not sure, how this problem is reproduced on the new OS.
  3. PVS

    [Heretic] Lost and Forgotten

    Ok, I was interested in precisely this. I have another example of a crash problem in Heretic, I will write in your topic.
  4. PVS

    [Heretic] Lost and Forgotten

    fabian Thanks, I see your solution. Previously, I did not pay attention to MAXINTERCEPTS define in Heretic, now I see that there may be a problems, sometimes. I'm test this now in my little project and see that crash on this E1M2 map comes from the P_SightBlockLinesIterator function. A small question - do you plan to leave this decision in this form in the Crispy Heretic? I see in your Doom source more difficult decision of this situation. This is not a very important, I just would like to know that I will have compatibility with at least one engine around, in such overflows situations, what may be important for playback/recording vanilla demos. I don’t think, that this situation will be interesting for Chocolate project, although, adding some error exit messages here, would be better for them too, maybe. Dreadopp It's weird, yes. But in reality now, on this E1M2 map there is no way for the player to return to the beginning from the final boss area, right? And if your current changes on the map do not lead to engine crashes at the beginning, as in a normal situation, then maybe - leave in this state? This is better anyway. When I was looking for a problem on this map, I found what I said, saved it with these minor changes, and nothing else. I even recorded a slow max demo for this E1M2, which normally playback on Heretic-Plus and Crispy Heretic without latest fix. Now I tried once again on my modified map version, made the max and returned form the boss area to the beginning with cheats - engine does not crash anyway, in a sector 1288 area. In next try, from the beginning I'm use god mode, looked around sector 1288 and immediately go to the boss area with no clip - caught the excess overflow at the moment when I fell into the boss area, again from P_SightBlockLinesIterator function, now I can see it. This is strange, of course. In any case, I think, need try to change something in the final boss area, and map will be compatible with Heretic-Plus, maybe someone will advise what exactly try to change, I have no ideas, at this moment.
  5. PVS

    [Heretic] Lost and Forgotten

    Grand canyons, large areas, this is some kind of long winter journey under suitable music - I like the atmosphere, which has turned out. I am glad, that there are no tons of monsters, in my opinion, this is completely unnecessary, the balance of weapons and ammo is quite enough for this atmosphere of travel. Thank you guys for these two vanilla maps, although being late, but this is a good present for the last Heretic birthday, who was in December. It would be interesting, if you continue - add some vanilla maps in this style, maybe can go down into these rock-mountains, where will the cave castles? Or vice versa - go upstairs? heh, well, of course, if you yourself like and have a desire for this. I'm use vanilla engines for play this maps, here needed limit-removing, so these are: Heretic-Plus, Crispy Heretic, little modified Chocolate Heretic and some others engines - they all have problems on E1M2, crash near the beginning of the map, as said ETTiNGRiNDER. I sometimes work with game source, a small personal interest, sometimes I observe similar problems of the original Heretic engine, undocumented, incomprehensible crashes without visible errors, is always happens only on custom maps. My attempts to understand and find these problems in the game engine are so far unsuccessful at the moment. For this E1M2 crash happens for me near/in sector 1288, two crystal vial here, player can look towards the castle. This crash happens only with monsters, problem thing 297 - fire gargoyle in sector 1239. If delete this thing 297 or move it below, for example in sector 1205 - the problem disappears. If anyone is interested - look at this strange situation guys, how far are these sectors from each other, why does the engine crash and where to look for it in the source code - I have no ideas.
  6. PVS

    Chocolate Doom

    kb1 We have been sitting for almost 20 years now, drinking coffee and quietly analyzing each variable and line of code and sometimes we say - here it's bad and there was something strange, right? Of course, for iD it was a job that needs to be done as quickly as possible and make money. Similar hard-coded limits, as here, if sum it all together and wish the stable work of the whole engine - this may well be needed for the hardware of the 90s, not? Chocolate Hexen 1. Sometimes there show funny screenshots, I will also offer a small puzzle game for Hexen guys :) The question is which of the choco screenshots below are not correct? Hint: there is only one correct screenshot and this is the original game bug. You can see it yourself if you run the game and just watch 3 demos in the main menu demo loop. 1 2 3 2. In Chocolate Hexen 2.3.0 added suppot multi-levels demo recording resulting in the following problem, which noticed and suggested to me by Opulent. It can be reproduced very quickly, it takes 2 minutes, start record demo with the following line: chocolate-hexen -warp 11 -skill 4 -class 0 -record DieTest -demoextend After appearing on map11 the teleport will immediately be behind you - enter in it, after the teleporting to map7 - stop recording a demo. Now repeat the record with the same parameters, after the teleporting to map7 - engine kill you? Further, it will kill you constantly, with any number of attempts to record demo with these parameters. In this example, I use the map11 specifically, because here the teleport is nearby and you can test very quickly. But it will happen on any map and it needs to be fixed. I think, this kills happens because the engine did not delete the needed reborn/base slots from last session in savegame folder at the beginning of a new game session and at the following starts - engine tries to use these savegame files, which is not correct. Also, this only happens for recording and timedemo processes and never happens when start a new game or playback multi-levels demos. To fix this possible if call G_StartNewInit() before G_InitNew() in G_RecordDemo() and G_TimeDemo() functions in G_game.c, ie do the same as now doing G_DoPlayDemo(). This will force the cleaning old savegame files in the save folder. I tested, for me now everything works correctly.
  7. Guys, map E2M5 does not work on Heretic 1.3. Any hidden construction: when copy of the player object is placed, the floor under it is scrolling - do not work on the original game, because actually the player object does not move anywhere and does not activate the necessary linedefs, this is Heretic ZDoom trick only. For this reason, the pyramid puzzle on this map will not work on any vanilla engine, player is stuck there. But this is not the main problem with this map - it also leads to the engine crash in one place, and static limit removing does not save this map, because it also crashes Crispy Heretic version. Crash without visible errors, but I think - it's something with the renderer side. SOSU, can Skeletonpatch optimize his map for the vanilla game? I'm pretty sure that he tested it only on ZDoom.
  8. PVS

    Chocolate Doom

    I noticed that this is a modified Heretic function, which removes the original 20 sectors limit. I've already tested the options: if add simple condition if(!h) or full copy of P_FindNextHighestFloor from Chocolate Doom - in both cases the function works equally well and returns 'currentheight' for such non-standard situations, which are associated with small errors in the mapping, of course. But I see such situation already on 2 maps now, where Chocolate Heretic works incorrectly while Heretic 1.3 no have problems. It is absolutely incredible coincidence, but today when testing something else on another engine - I saw a warning from Heretic P_FindNextHighestFloor about 21 sectors in floor raise action, I remember the comment in your Doom source that the critical number of sectors is 22, if more - original engine crash. It became interesting to check this, I started to add sectors in the editor and check the work on the vanilla Heretic. My result for this map is 24 sectors, the engine is working fine, 25 or more - crash. Maybe someone will be interested in this information.
  9. PVS

    Seeking Heretic gameplay collaborator

    If your goal is vanilla Heretic maps or vanilla + limit removing - I could try to help, if there is still a need. In any case, I hope that you can finish this project, it will be a sadly if the vanilla Heretic episode will not reach the release.
  10. PVS

    Chocolate Doom

    Chocolate Heretic Function P_FindNextHighestFloor in p_spec.c contains an error: in an unusual situation, when other->floorheight == height or other->floorheight < height - the taged floor starts to move high into space, trying to reach the defined value INT_MAX. In vanilla Heretic floor in this unusual situation remains at current height and does not move anywhere. I found this moment when recorded a vanilla demo on another engine and tried playback it on Chocolate Heretic 2.3.0, demo go to desync on Chocolate Heretic precisely because of an error in this function. As an option, it is possible to add this condition from Chocolate Doom: I think this will fix the situation, but I'm not sure, it's probably better to use a full copy of P_FindNextHighestFloor from Chocolate Doom or another solution. I can not use github guys, for me it is possible to give information only here, if it is necessary for project.
  11. I'm glad to see that such a large number of people decided to participate in vanilla Heretic project. I hope, that each will get your own satisfaction from this process, even if there are few feedback, as always. riderr3 You got a good Heretic map, but I have real problems with it - I can not learn it! I spent a lot of time on this map, reached more than once to the exit and on the idea - I should know it well, but it does not happen for me. Every time, after the beginning and some progress the same thing starts for me - where am I? where do I go next? Where did I come from? Oh... This is only my problem, of course, but this is some kind of magic map :) For a long time I could not find the secret in the rock, I hated this, but after I found it - I liked the map more, heh Map have good gameplay, lights, mechanics, midi track, I did not notice any technical problems. Couple of funny moments, like a dancing Warrior on teleport and strange appearance Weredragons near the blue key, I noticed this and smiled, thanks for that. I'm attaching a couple of my max demos in vanilla format, maybe you'll find it interesting. Also guys, if somewhere in another place, maybe on Discord or elsewhere, you recorded demos in vanilla format, if possible - give links here too, I would like to see any Heretic demo records in vanilla format. prsmelt-max.zip
  12. PVS

    Chocolate Doom

    Of course, Hexen 1.1 is checked first, although I remember it well. I realized that this: in choco Hexen now works by default the map development mode. As far as I can see, the DevMaps command itself and this mode was thrown out from the choco Hexen source, but in mn_menu.c -> MN_Responder() - check F12 key has remained as part of this function, therefore it now works in all modes except the netgame. It is necessary to remove F12 check from MN_Responder(), it is not needed at all, in my opinion. F12 spy key should work only in netgame coop / coop demos, that now works normally, in single player / demo modes - spy key should not work completely.
  13. PVS

    Chocolate Doom

    Chocolate Hexen Strange behavior when press F12 spy key: in a single player game and when playback/recording single player demo - engine resets the player to the beginning of the map, only in netgame modes F12 work correctly. I see this problem on the Chocolate Hexen 2.3.0 and also on a very old version from 2010. Need check the operation of F12 spy key on the current version of the engine, I can not check it myself.
  14. galileo31dos01, all original Heretic demo recording limits (128Kb limit, multi-levels, dies, etc.) have been expanded in Chocolate Heretic 2.3.0 (2016) and higher, need add -demoextend command line parameter, example: chocolate-heretic -file Tyrant.wad -warp 1 1 -skill 4 -record MyDemo -demoextend Thanks for pacifist demo: your time 2:11.11, this is magic, because I have exactly the same time in one of my demos! What Chocolate Heretic version did you use here?
  15. In vanilla Heretic, the Firemace always has a 75% chance of spawning. Like a lot of things in the Raven games, this was done Because Reasons. Of course, but if you working in editor over your map - you can control some points from this "75% chance" for firemace in one constant for game engine situation - when map started for the first time. Further need a more deeper technical conversation, which will be a problem for my bad English, but if you're interested - I can try. In any case, you will need to spend your time to test this moments and see it yourself, not relying solely on someone's words. If I work on my map and add firemace - I want the player to get it, this can be easy controlled by changing the number of things on the map, this will change the overall map random factor. When map is almost finished I always check that firemace appear on all skill levels (easy, medium, hard) when map started. When player dies, press space and reborn - this is other situation and it is impossible to control map random factor in this case. For this "Tyrant's Tomb" map I add around 10 wall torches and firemace began always normally appear on skill-4,5 when map started for the first time, as well as on easy and medium skills. In any case, this is not a very important moment, but only a small technical question, and of course, I'm talking only about original game and fully vanilla compatible engines in this case. I see, that ETTiNGRiNDER have some small optimizations for the cooperative mode on this map. I'm ready to test this on Chocolate Heretic 2.3.0 if someone makes me a company. Also, we can record some vanilla coop demos, this is my personal interest :)