Everything posted by riderr3
In my opinion, release candidate wads is useful for playthrough, as it is more convenient to find the remaining bugs before the release and to play basically full version. I add from myself that I will refrain from playthrough this month, but with interest I will read comments, especially given the fact there is my map in this wad.
riderr3 replied to Obsidian's topic in WADs & ModsHi again. My map is ready. I'm still not good at the detailing and UDMF stuff after a decade of Boom/Vanilla mapping... yet everything has its time! Download link: https://www.mediafire.com/file/jpuogw6dhh0f2jf/escapfch.zip/file
It's time to revive this thread. I decided to run Beta 3 this time on HMP on the japanese PS1 console (SCPH-7000), and found even more bugs that were not yet mentioned. Perhaps some of them have already been fixed, but I think it is a reminder. And also have some opinions. Against Thee Weekedly @marver0PS This sector mistakenly marked as damaging: And Hell Followed @Saint_Guy Sectors near red pillars do not damage the player: The same on the other side of the tunnel: The Chasm @DynamiteKaitorn Lack of texture after raising the platform: This suspicious pit to the right should be marked with a tag and raise with the rest of the platform, who knows that you can suddenly fall there: Icon of Sin @Erick194 As mentioned earlier, the final passage is not logical - after the destruction of the IoS, the player does not understand where he goes, and these dark corridors are far behind the player and are not visible, and especially why it marked as "hidden on automap"? Any typical mapper will say that it is absolutely contrary to logic and common sense. Here I have two options: 1) Put the corridor (or two) on the sides of the IoS, upstairs on the platform, or at the bottom in the liquid: Then the player won't get lost and will not spend another attempt. 2) Since GEC has source code, why not return the trigger from PC Doom (maybe under a different number) when the level ends after the IoS destruction (especially, this will save memory and increase the framerate) Inferno of Blood @mr-around In this closet on the sides, these red textures seem to be strange. It looks anti-climatic, probably it will be advisable to choose the same brown mountain texture on the sides: Tomb of Malevolence @DynamiteKaitorn From the screenshot, due to stairs in the south-west, the north-east and the staircase near the start of the level, the framerate is very reduced. These stairs are absolutely decorative, I can only recommend to reduce the number of steps (I did like this in my conversions). The central retractable staircase leading to the exit from the level should remain unchanged, for understandable reasons. Trapped On Titan @Dexiaz Place where you can get stuck (you need to narrow passage): This happens because the PS1 player is moving into those places where the PC player cannot pass (the engine feature). The Image of Evil @mr-around The switch is on the screenshot, since only its half can be activated (it could not be activated from below), it is difficult to press it at an angle in which it is located - you need a few attempts (see the case with the top switch on the main elevator in TEETH) Hanger @Dark Pulse From the screenshot - in the PC version there was a switch that managed the window, which was removed in the PS1 version of technical considerations. What is the point of spending 4 linedefs just to put a useless computer panel here? Since players will remember the original level, they will unsuccessfully bump and try to open a non-existent window! Maybe just remove this panel? Where there is a player in the screenshot - on the left corridor and bottom corridor (including a circular staircase), the corridors are too dark. I would say that these are the most dark corridors in the Master Edition (almost pitch black). This is especially unpleasant when shotgunner is at the pit and shoots and I do not see anything and open the fire blindly. Moreover, I do not remember such dark corridors at the official levels of PSX Doom and Final Doom. Also it was dark in the storage room behind the computer panel from the previous screenshot. It is best to configure the brightness here as in Open Season (quite dark but not so dark). And here I just can skip most of level simply by activating exit switch through the wall: A small alteration is needed. I have already reminded many times that in the PS1 Doom, the switches can sometimes even activate through the walls at a short distance. Keep in mind this, at least the player is not skip most of the level, to all project participants. Open Season @Dark Pulse If you first activate this elevator with the "Circle" button, and immediately cross the line that should raise the platform, it will no longer rise: Perhaps this is because it is W1 action, not WR. Is it a yellow key or red? During the key animation, it can lead to confusion, because the sector under the key was painted in red, in the sector options. Storage Facility @DynamiteKaitorn And here in the area of night vision glasses on the contrary - too bright! In the original map there was a fairly dark room. What is the sense from night vision glasses? It makes sense to darken this location as in original. Mill @DynamiteKaitorn The box of rockets is wrongly falling in the pit, it should be centered (in the corridor around the beginning room): Lack of texture near the end of the level: Is it possible to add Lost Souls on this map? (They cost inexpensively), I still strains the monotony of the varieties of enemies. Because of this, the level of not so challenging and even sleepy (for example, in my case, I would have better replaced Cacos on Revenants, I know that they are a more expensive but still...). And at the end of the level there is a small excess of ammo, since CyberDemon was removed, but the ammo balance was not adjusted. Shipping/Respawning @Dexiaz The line is incorrectly marked as "Hidden on Automap" Mount Pain @Dexiaz When you teleported here and stand close to the wall, then it is impossible to open it. In this case, the edges of this wall open only. Maybe it makes sense to push the teleport a little back. Two closets where the player stands on the screenshot should be opened by shot. But you will not be able to open them on the hardware PS1 and PS2! After the shot, the game just freezes. This bug does not happen on emulators and PSP. There is something serious here. Need someone else with hardware who can confirm this bug. I appeal to GEC, they will be interested to look at the reason for which the usual trigger leads to such a disaster (quite ridiculous, but I remember the inscription "Disaster Area" from the original level, lol). Speed @mr-around These platforms are unnecessarily pushed up, if you cross another line of the initial platform (yellow lines): In this place in the left side of screen you can see the end of skybox (black): It is possible to raise the wall behind chaingunners a little. Impossible Mission @DynamiteKaitorn These sectors with hidden barons are unnecessary lowered, if you go again to teleport that teleports you to this location in the screenshot: In my memory, this is a teleport with red skull columns on the sides. The Temple of Darkness @mr-around Is it possible to make this lowered platform as surroundings? So that it was damaging and with the right bloody texture. Bunker @marver0PS If you come close to this post, open it and step onto teleport, then teleportation will not happen, because the player stands too close. It makes sense to slightly reduce the size of the teleport sector itself. The Sewers @Dexiaz Again it is possible to skip most of the level by simply by activating the switch through the wall. A small correction is needed. We also know that in this place there is a strong framerate drop, but this time I do not offer to remove the conceptual design of 3D flying blocks and translucency (personally I like it). Instead, you can simply reduce the number of flying blocks from 5 to 4, as well as reduce the number of steps of "circles" (also simplify the edges of "circles"), and it will rise some framerate: Odyssey of Noises @mr-around The line is incorrectly marked as "Hidden on Automap" Moreover, The C.P.U. and Stronghold levels are not loaded on the PS1/PS2 hardware - it hangs the game on the "Loading" screen. It does not happen in the emulator. Possible lacks/memory leaks or I just incorrectly write to the disk? Here again, you need other players with hardware who can confirm or disprove it. I will also remind you that if someone left the project and is not present on the forum, @Impboy4 can take care of level updates, as it was before. I also found that in the episode Plutonia, I found a chainsaw only at the Go2It level (as I understood, levels with chainsaw is included to official PSX Final Doom). Along with the added SSG in Doom1 to few levels of Master Edition, it may be advisable to add chainsaw for 2-3 Plutonia levels (post a notice here if you added it), otherwise it turns out to be a secret weapon, lol. It is also better to check for the outdoor sectors where skybox, the reverb checkbox in the sector options should be disabled, otherwise the echo at outdoors will be heard, which was not in offical PSX Doom/Final. To GEC: I also recommend a week or two before the release of a new beta, so that you send a link to the test version of the project participants in private messages, just in case there are fatal errors there. And later to upload a public link to the forum. Last time it turns to Trapped On Titan was not playable. About the sequence of Master Levels. Since the ML sequence in official PSX Final Doom has been changed, and "Master Level Outtakes" has been added to the Master Edition, rises the question of the level sequence from simple to complex one. It is not fair to put quite complicated and tangled Titan Manor as MAP01. In addition, the secret level of the Doom2 MAP14 Homage should be located somewhere, and which level is leading to it. You can offer your options, I am still thinking yet (maybe you need to arrange a voting?). At least I agree that Image of Evil or Mephisto Maosoleum will good suit as last level in episode. And last - when you have already chosen the episode, there are credits between demo where the developers of the original levels are indicated. This time it is important to add No Rest For The Living authors, as well as Final Doom/Master Levels that were added in the Master Edition (Jim Flynn and others... check at DoomWiki).
From good news: I took my hands on the modded Japanese model PS1 SCPH-7000, including the original gray Dualshock. It will be interesting to test added analog control.
Moreover, I'm not sure what the point is to return Arch-Viles in old PSX Doom/Final maps. As well, it is controversial to change the sequence of classic PSX levels to which players have accustomed for many years (again as example how did in PSXDOOM TC and Lost Levels). But on another side, fixing bugs on old PSX maps is useful (for Definitive Edition or for patch), for example: -Stucked baron on Command Center -Stucked imps on Deepest Reaches -Inaccessible section on The Death Domain -Some few other mapping related bugs that are mentioned on DoomWiki, pay attention to them In order not to disturb the ecosystem of old PSX maps, it is advisable to use Keens, WolfSS and Arch-Viles on some maps in the Master Edition (hint at Hunted and Wolf3d maps), especially for possible new exclusive episode by the mappers, which will be useful to fill the gaps, as well reveal the potential of those improvements that were introduced by GEC.
Even this way, this will postpone the release of the final version of the current project. People will wait another year when original maps will be polished and configured to work with new maps without troubles. It is important to note that at the request of the GEC I made a section for a secret exit on They Will Repent, which fits quite well into the level atmosphere. And what, now I have to delete this, to correspond the sequence of levels corresponded to the PC version, in the case of returning original maps from PSX Doom? (And even after compiling old and new maps for Definitive Edition, it's better to play this episodes separately like in PSXDoom TC). It is better not to overload GEC, because they have so many projects, and the community can independently compile Definitive Edition when GEC will upload out all the necessary tools after Master Edition is done. The rational solution here is finish the Master Edition first, and later go to new projects, including compiling new and old maps. Too many contradictions accumulated from the very beginning of this project, ranging from the name of the project and ending with the discussion that what it will containing. Also what about a creating of XDELTA patch for usual PSX Doom/Final to add features and fixes from Master Edition? (such as NM Skill, VRAM Cheat, analog support as well as corrections related to optimization, corrections of animation, textures and the rest which I did not mention). Such a patch will be suitable for those who will play Master Edition and the usual PSX Doom/Final separately. This is only the tip of the iceberg... Such discussions are formed more and more questions than answers.
Yeah and may be call it like DEFINITIVE edition or something like that 😉 I agree that some people played a lot of normal PSXDoom and Final, and they want to play Master Edition with only new levels (without replaying old ones) as stand alone game. If you really expect to include an exclusive episode, I am in the subject for creating a map or maybe even few. Do not count as advertisement, but for the last decade I made 100+ maps for the Doom and it's derivatives.
Jim Flynn's maps is all about puzzles and traps so they are one of my favorites... Watch at 8:19 I posted this video two years ago. P.S. It is strange that you missed the original map for years. Talking about Doom back in the days, and at the same time do not know the creations of Jimm Flynn.
Considering the dark and gloomy atmosphere of PSX Doom, the increase of the gamma some may consider as heresy 😆
It should work on popsloader 6.60 and why not try it yourself (recommended to use cdda enabler plugin to play the music in title/menu, also check out this crazy track at Plutonia level Go2it as well Icon of Sin)
Funny fact, but I just played the PSX version earlier than original, and I thought about who is this goat head at the end, and he also appeared on some marble engravings (it was like mystery for us at the time).
That means Grosse can be updated with added keens (well, what is the other usage of them?). It also applies to WolfSS. I think Arch-Viles also can be restored as boss characters on Hunted of Plutonia, right @DynamiteKaitorn? I expect that other maps not fits them because of memory limits, except some smaller maps can utilize them properly (and mappers can pay attention to this advantage). Tools for Beta4 is also will be useful for participants, before Beta4 comes out.
Since I followed this thread, I found more errors that maybe previously not mentioned and should be considered. Caughtyard The railings on the both sides is passable Because of passable railings player can stuck between skull piles; also at the other side Hell Knight not teleporting because of W1 teleport action - in case if someone blocking teleport destination, action will not work (all who has "W1 teleport monsters only" tag on their converted maps, better change them to "WR Teleport monsters only"; it's PSX Doom engine flaw - maybe Erick will fix it) Odyssey of Noises Minor visual flaw - other pits has proper red rock walls, and this pit has simple rock texture
Well... In general, I checked my three-year-old map and encountered certain difficulties. 1) All gameplay here is centered around a cyberdemon sniper that constantly keeps in tension. 2) There are also cacodemons without which this layout does not make sense. It also applies to revenants and mancubus that are kept under the sight of a huge territory. 3) There was a jetpak (from EDGE format), and I wanted to convert the map in UDMF - there were also difficulties here. 4) There are many textures from Doom 2, alternative to which is difficult to find. 5) Skybox sectors have nowhere to do because they use custom texture. I came to the decision to free my slot for other participants who will create a proper final map, as it will be easier to create a map from scratch. I wish them good luck!
riderr3 replied to AlexMax's topic in Source PortsMy first question for any source port that introduces a pitching in fonts: How to increase font size of the console? It's too small.
@wesleyjohnson Here are my Doom Legacy 1.48.8 compilation results (and questions) on Windows 8 64bit, this information may be useful:SpoilerQuote
These tools and libraries (64 and 32-bit) were used.
- Msys2 64bit 20210419
- Mingw-w64-x86_64-9.0.0 and mingw-w64-i686-9.0.0
- CMake 3.20.1
- Eclipse IDE 2021‑03
- SDL 1.2.15-9
- SDL_mixer 1.2.12-8
- openlibm 0.7.5-1
- lwsock32 (shipped with mingw-w64)
Step-by-step instruction. Actual for Doom Legacy 1.48.8
- In CMakeLists.txt to the names of the sources in SET SRC add the src/ folder in which they are; To delete the name of the unused g_state.c, because CMake are spewing error.
- Move the headers .h and also the hardware and SDL folders to the main folder where the make_options file is located. It is possible to arrange the files to be coordinated in CMakeLists.txt, but I have not tried.
- In order not to pop up an assembly error, the compiler offers me to replace the following lines in sdl/i_system.c:
( cv_mouse_motion->value ) to ( cv_mouse_move->value )
(cv_mouse_motion.value==0) || ! cv_grabinput.value to (cv_mouse_move->value==0) || ! cv_grabinput.value
switch( cv_mouse2type.EV ) to switch( cv_mouse2opt.EV )
It happens at least from the version 1.46.1; Perhaps it carries some consequences.
Here is the error log:Spoiler
[ 17%] Building C object sdl/CMakeFiles/media_sdl.dir/i_system.c.obj
cd /d C:\Users\Admin\Downloads\build\sdl && C:\msys64\mingw32\bin\gcc.exe @CMakeFiles/media_sdl.dir/includes_C.rsp -Wall -Wno-unused-result -O3 -ffast-math -fno-strict-aliasing -O3 -DNDEBUG -DWIN32 -DWIN_LARGE_MEM -DSDL -DHWRENDER -DHAVE_MIXER -DCDMUS -MD -MT sdl/CMakeFiles/media_sdl.dir/i_system.c.obj -MF CMakeFiles\media_sdl.dir\i_system.c.obj.d -o CMakeFiles\media_sdl.dir\i_system.c.obj -c C:\Users\Admin\Downloads\doomlegacy_1.48.8_source\sdl\i_system.c
C:\Users\Admin\Downloads\doomlegacy_1.48.8_source\sdl\i_system.c: In function 'I_GetEvent':
C:\Users\Admin\Downloads\doomlegacy_1.48.8_source\sdl\i_system.c:369:19: error: 'cv_mouse_motion' undeclared (first use in this function); did you mean 'cv_mouse_move'?
369 | if( cv_mouse_motion.value )
C:\Users\Admin\Downloads\doomlegacy_1.48.8_source\sdl\i_system.c:369:19: note: each undeclared identifier is reported only once for each function it appears in
C:\Users\Admin\Downloads\doomlegacy_1.48.8_source\sdl\i_system.c: In function 'I_GetMouse2Event':
C:\Users\Admin\Downloads\doomlegacy_1.48.8_source\sdl\i_system.c:905:17: error: 'cv_mouse2type' undeclared (first use in this function); did you mean 'cv_mouse2opt'?
905 | switch( cv_mouse2type.EV )
C:\Users\Admin\Downloads\doomlegacy_1.48.8_source\sdl\i_system.c: In function 'I_StartupMouse2':
C:\Users\Admin\Downloads\doomlegacy_1.48.8_source\sdl\i_system.c:1260:21: error: 'cv_mouse2type' undeclared (first use in this function); did you mean 'cv_mouse2opt'?
1260 | dcb.ByteSize = (cv_mouse2type.EV == 0)? 7 : 8;
mingw32-make: *** [sdl\CMakeFiles\media_sdl.dir\build.make:199: sdl/CMakeFiles/media_sdl.dir/i_system.c.obj] Error 1
mingw32-make: Leaving directory 'C:/Users/Admin/Downloads/build'
mingw32-make: Leaving directory 'C:/Users/Admin/Downloads/build'
mingw32-make: *** [CMakeFiles\Makefile2:147: sdl/CMakeFiles/media_sdl.dir/all] Error 2
mingw32-make: *** [Makefile:93: all] Error 2
"C:/msys64/mingw32/bin/mingw32-make.exe all" terminated with exit code 2. Build might be incomplete.
- With CMake create build configuration - Eclipse MinGW Makefiles, default native compilers
- Build project using Eclipse (open a project from the file system)
- The second mouse (USB) works like the first, although in the usual exe from the sourceforge the second mouse crashes the program (if enabled in Legacy settings)
- stderr.txt and stdout.txt reports are not generated
- any native and software video mode crashes the program right after the start of the game on the map (only opengl works fine). This error happens only when using 64-bit doomlegacy.exe
- Doom Legacy was compiled and tested both in a 64-bit and in 32-bit forms.
- Libraries SDL.DLL and SDL_MIXER.DLL were encapsulated inward doomlegacy.exe, without the need for external boot.
- CMAKE warning appears if I not change the version information:
CMake Deprecation Warning at CMakeLists.txt:4 (cmake_minimum_required):
Compatibility with CMake < 2.8.12 will be removed from a future version of
Update the VERSION argument <min> value or use a ...<max> suffix to tell
CMake that the project does not need compatibility with older versions.
- How to enable the output of the stderr.txt log and stdout.txt in my builds?
- How get rid of the crash of the native and software video modes in 64-bit doomlegacy.exe?
- Is it possible to add support for the second mouse directly through USB ports, and not through the ancient hardware which is now even impossible to test physically?
Now a lot of information on the Legacy website is terribly outdated - links lead to the dead websites, as well as on old tools that are uncomfortable or cannot be used on current Windows systems. Maybe my information will be useful.
Just in case, here is my ogllog.txt (fortunately it is generated):Spoiler
Vendor : NVIDIA Corporation
Renderer : GeForce GT 720M/PCIe/SSE2
Version : 4.5.0 NVIDIA 376.54
GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_b
oglflags : 0x0
By the way, another bug report is not related to this topic:
In the latest versions, messages of cheats such as IDDQD and IDCLIP are not displayed (although there are notifications in the console itself). In Doom Legacy 1.42, all this was present (or in 1.45).
Also, animated flats are broken (idle) in Doom1 and Doom2. In Legacy v1.45 they animated properly. Strange, but in TNT and Plutonia animation is working. As well, animation working if you load any pwad maps with Doom2 or Doom1.
It is tedious for me to move discussion here to the bug reporting system.
This system is also tediously slow in responding.
Please post on the DoomLegacy bug reporting system.
I get automatic emails of any postings.
I will not notice messages on doomworld until one of the times I visit, and I don't visit that often now.
riderr3 replied to dobu gabu maru's topic in WADs & Mods+++FreeDoom Phase 1
riderr3 replied to Joshy's topic in WADs & ModsThe fact of the matter is that, as noted earlier by other participants, it will not work to make a map in the spirit of Plutonia just using "connected corridors" and "lots of chaingunners". Since the original Plutonia was created by only two mappers, it is pretty samey in many ways, unlike TNT Evilution made by a motley team. It is a set of aggregates that, under certain circumstances, form that very feeling.
Arachnotrons plasma balls can drive the player like a rat well without the ability to run backwards. If pain elemental sees you at very great distances, this creates a rather dangerous situation where the location can be filled with lost souls and block the path. Perhaps mastermind will not let you stick out, but it is better if she has assistants located above or below so as not to be exposed to friendly fire. You can reduce the risk of these bullets by putting the invisibility sphere nearby. Due to the fact that in Doom 2 the size of locations has increased, the added enemy types just fit well, unlike Doom 1, where we have to wander through narrow, poorly lit corridors where former humans, imps and demons feel best.