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marineController

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Everything posted by marineController

  1. marineController

    Final DOOM demos [-complevel 4]

    You may want to try using cndoom for gliding. It has some extra code added to the end of G_BuildTiccmd that improves low resolution turning when recording demos :)
  2. marineController

    Things about Doom you just found out

    Mystery solved: From prboom-plus p_mobj.h:// killough 9/8/98: changed some fields to short ... short reactiontime;
  3. marineController

    Replacing Sprites in Vanilla Plutonia

    The problem is because FIRE is a sprite identifier (the sprites are defined by an array of 4 character strings). FIRE* clashes with FIREBLU* and ROCKA0 clashes with ROCK in plutonia's IWAD due to the extension of S_START/S_END to include all non-sprite lumps between them. So the solution is to rename any sprite name / lump name clashes and include the renamed sprites in the PWAD. e.g. Copy and rename the sprite patches to the PWAD: FIRE* to AVFR* and ROCKA0 to DHRKA0 and add the changes to the DEH file: Text 4 4 FIREAVFR Text 4 4 ROCKDHRK
  4. marineController

    PrBoom-Plus, ver. 2.5.1.4

    Unfortunately the demo also desyncs when played back with vanilla (in DOSBOX at least) at the same point.
  5. marineController

    Shotgun Symphony -- E1 -- Public Beta

    Just finished some more testing. I enjoyed the playthrough especially the later maps. I think these problems are still in the latest version: SGNSYM141 E1M4 Sectors 126, 203, 338, 344, 345, 346, 347, 407, 619, 620 have nukage but don't damage. Having more than 1 computer area map prevents 100% items. E1M5 Line 2953 looks odd (when the door opens), upper unpegged. E1M6 A lot of sectors (approx. 100 or more) have nukage but don't do any damage. I can post a list if you want. E1M7 Line 2351 (entrance door) alignment looks off. The player can fall into sector 244 and get stuck. Line 6239 (light) alignment looks off. Sectors 58, 60, 281, 467, 529, 530, 541, 544 have nukage but don't damage. Line 2633 bleeds into floor (perhaps change light level of sector 494 to 145). Sector 819 doesn't open (cl2), line 4219 needs to be removed from the door sector. Having more than 1 computer area map prevents 100% items. E1M8 Sectors 426 to 431 and 433 damage the player. Sector 489 doesn't lower (cl2). Blocked by thing 238 (perhaps move it +8, -8). Sector 402 doesn't raise (cl2). Also due to thing 238.
  6. marineController

    Shotgun Symphony -- E1 -- Public Beta

    Just finished some testing (with the first version), here are some things you may want to check: E1M2 Things 149, 150, 151, 152, 153 are blocking each other. Line 739 has an SR special but no sector tag, looks like the special should be zero. E1M3 Has 3 player 2 starts and no player 3 and 4 start. Thing 241 (Teleport Destination) is not present on easy skill. E1M4 Has 3 player 2 starts and no player 3 and 4 start. Lines 1999 and 2004 have specials but zero tag. E1M6 Lines 1263, 1264, 1265 and 1266 are marked 2-sided but have no back side. Lines 4923 and 4938 have no front side. Side 4528 references missing texture 'TANROCK5'. E1M7 Sectors 283, 284 and 887 have no area. Line 4635 has two sides but not flagged 2-sided (see sector 887). Thing 443 (Former Human) has no skill flag set. Thing 832 (Former Human) is blocking thing 501 (Sergeant). Lines 3295 and 3389 perhaps should be WR just in case. E1M8 Has 3 player 2 starts and no player 3 and 4 start. Thing 260 has no skill flags set. Sides 3766, 3812, 3821 and 3849 reference missing texture 'SNOW01'. Hope this helps. I had a quick go on E1M1 and thought it looked pretty good so I will also do some more testing with a playthrough later.
  7. marineController

    NOVA: The Birth - v1.1 release now on idGames!

    Testing with version Nova_Jan_20_Beta.wad. Maps with zero length reject: 1, 2, 6, 8, 9, 11, 12, 16, 20, 21, 23, 24, 25, 26, 29, 30, 31. An all zero reject is preferable to a zero-length reject. Some stuff I found during a playthrough (up to MAP19 so far): MAP07 - The mid textures on either side of sector 288 bleed through the floor (software rendering). Sector 160 - the secret can't be triggered due to the line action clearing the special when activated. MAP13 - Line 427 looks odd when the floor lowers, maybe uncheck lower unpegged. Sector 167 is tagged 12. MAP14 - Things 221 and 222 can jump up in the air when the stairs is activated (complevel 2). Sector 480 - the secret doesn't get triggered because of the step up to the teleporter. MAP32 - Sectors 525 and 526 don't lower (complevel 2). Things 111 and 116 can jump up out of reach (complevel 2). MAP16 - Things 81 (RL) and 715 (Backpack) can jump up when line 611 is activated (complevel 2). Lines 2493 and 2499 bleed through the floor (software rendering). MAP17 - Sector 1009 is very thin, the secret doesn't register unless you cross over it slowly. Sector 29 has tag 3, after crossing line 173 the door can't be opened (complevel 2). MAP19 - Sector 1226 doesn't lower (complevel 2).
  8. marineController

    Switcheroom (coming very soon)

    @scifista42 E4M3 - Line 545. Sorry about that I should've double checked. DM Starts on Monsters - It's probably something that few people do but deathmatch with monsters on single player maps can make for an interesting variation. Being stuck in a monster at the start of a new level is a problem for this playstyle. However, having said that when this does happen during the game it can be both extremely annoying (for that person) and highly amusing (for the other players). Zero length segs, duplicate seg vertices - I was referring to the data inside the SEGS and VERTEXES lumps. I don't think it matters anyway.
  9. marineController

    Switcheroom (coming very soon)

    Just finished a playthrough, a lot of fun, here are some more things I found while testing: E1M1 - You can get trapped in the exit room if the door closes. E2M6 - Sector 58 doesn't lower (vanilla compatibility) - blocked by monsters. E3M4 - Sector 45 doesn't lower (vanilla compatibility) - blocked by monsters. E3M9 - Thing 377 blocks movement (vanilla compatibility) - perhaps change this to the non-blocking version (type 61). E4M2 - Sectors 16, 19 & 22 don't lower (vanilla compatibility) - blocked by monsters. E4M3 - Line 545 - Perhaps change S1 to SR so that the area can be re-entered without getting trapped. E4M4 - Line 1229 has a missing lower texture. E4M5 - Sector 37 damages the player. Sector 203 has tag 9 (linked to a lift?), perhaps it was meant to be special 9. The player can fall down the gap at 557, -788 and get stuck. The BFG in the exit room seems to be unreachable. E4M7 - Lines 1076 and 1078 looks a bit odd when the lift lowers. @Magnusblitz To build the reject just set / select appropriate settings for the nodebuilder.
  10. marineController

    Switcheroom (coming very soon)

    Hi, just did a quick scan. The main problems I found were: As has been mentioned above, the following maps have zero length reject data: E1M1, E1M2, E1M3, E1M4, E1M5, E1M7, E1M8, E1M9, E2M1, E2M2, E2M3, E2M4, E2M5, E2M6, E2M7, E2M9, E3M1, E3M2, E3M4, E3M5, E3M6, E3M9, E4M1, E4M2, E4M5, E4M8 An empty / 'all zero' reject lump of the expected size is preferable to a zero length reject. E3M3 - Side 522 references missing texture '-CKRED1' E2M2, E2M5, E3M1, E3M7 - Have zero length segs and duplicate seg vertices (nodebuilder issue). E3M4 - The yellow key is not needed, the yellow door opens without it. E4M1 - The red key isn't needed, the red door (sector 93) needs the blue key to open it. E4M2 - Line 1012 (S1 Door Open Stay) has no sector tag. E4M9 - Sectors 305, 307, 308 have less than 3 lines. Also this map has 2 player 2 starts and no player 3 start. Other minor problems: Maps with DB starts (not a problem due to skill flags): E1M4, E1M5, E4M5 E1M1 - Thing 87 has no skill flags set. E2M1 - Thing 49 DM Start on Cacodemon. E2M9 - Thing 87 has no skill flags set. E3M1 - Thing 51 DM Start on Imp. E3M5 - Thing 180 DM Start on Sergeant, Line 243 has a special and tag but is not linked to a sector. E4M3 - Thing 336 DM Start on Sergeant. E4M5 - Thing 394 DM Start on Demon, Lines 1485, 1488 and 1490 have special and tag but are not linked to a sector. E4M9 - Thing 330 has no skill flags set. I will try playing through it if I get the time. Hope this helps.
  11. marineController

    Nex Credo [RELEASE]

    Hi, while testing I found a couple of things that may cause problems: MAP02 Thing 152 (DM Start) on top of Former Sergeant. MAP06 Line 1699 (SR Lift) has tag 30. MAP08 Lines 2004, 2010, 2012, 2014 are W1 monster teleports. MAP09 Has a DB start (not really a problem). Edit: Just finished a playthrough. Great job. A couple more things I found: MAP03 Thing 230 (Imp) - It stayed behind the cylinder and was hard to shoot. Maybe if it or the cylinder could be moved slightly. A similar thing happens with the Lost Souls near the exit (on the West side), there were a couple stuck behind the cylinder. MAP05 Sectors 299 and 311 are marked secret but don't seem to be accessible. MAP06 There is a slime trail visible from -6347, 4410 (prboom-plus). The final intermission text seems to be too big and doesn't display some words (prboom-plus). Hope this helps.
  12. While testing I found a couple of things: On E4M1 sector 141 has tag 1 (the same tag used by the donut) this causes an invalid memory access with vanilla doom. On E4M3 side 968 has middle texture '-3'. Some of the DM starts are on top of monsters: E4M1 thing 8, E4M2 thing 15, E4M4 things 23, 28, 50 and 56. The sky looks slightly off where it tiles. Hope this helps.
  13. For another gross hack that's only compatible with vanilla / vanilla emulating ports, you can remove the block list header which will save 2 bytes for each block list entry and ironically fixes the blockmap bug whilst breaking source ports that have implemented fixes for it.
  14. marineController

    Any reason why one would want a light level above 255?

    Light levels greater than 255 appearing brighter only applies to horizontal walls (East - West on automap). This is because the reduction in brightness that is normally applied to them (by fake contrast) is being removed.
  15. Oops, both of those items (stuck HK and DM starts) should have been listed for MAP20, sorry about that.
  16. Here are some things that I found while testing that may or may not be a problem: Maps 1, 2, 9, 11, 13, 15, 16, 17, 18, 19, 22, 23, 30 have no reject (not really a problem). Maps 1, 6, 11, 13, 15, 16, 18, 19, 23, 25, 26, 28, 29, 30 have no deathmatch starts. Maps 7, 16, 19, 22, 23, 24, 29, 30, 31, 32 have DoomBuilder starts (not really a problem). Maps 3, 8, 10, 12, 16, 17, 19, 20, 22, 23, 24, 30, 32 have DR,D1 doors with tags set and linked to sectors unecessarily (not really a problem). MAP01 Has no player 2, 3 and 4 starts. MAP03 Deathmatch start (thing 199) on top of monster. Deathmatch start (thing 202) on top of monsters. MAP05 Has 2 player 3 starts and no player 4 start. Line 343 has no sector tag. MAP09 Sector 250 has no area. Line 1760 is a W1 monster teleport. MAP10 Sector 376 has no area. MAP12 Deathmatch starts (things 540 to 555) have Boom's (not cooperative) flag set unecessarily (not really a problem). MAP13 Has no player 2, 3 and 4 starts. MAP14 Teleport destination (thing 323) is not on easy skill. MAP15 Line 2079 is a W1 monster teleport. Sides 995, 1000, 1009, 1010, 1015, 1016, 1263, 1269, 1275, 1281, 1287, 1293 reference missing texture METALDRK. MAP16 Imp (thing 860) has no skill setting. Has no player 2, 3 and 4 starts. MAP17 Line 4231 is marked double-sided but is single sided. Has 2 player 2 starts and the player 3 start is missing. MAP18 Lines 1346, 1358, 3661, 3662 have actions and tags set but aren't linked to a sector. MAP19 Lines 8150, 8151, 8160 are marked double-sided but are single sided. Line 844 has Boom action 25432. Lines 844, 845 are not linked to a sector. 153 Lines (i.e. line 5288) are using Boom action 85 (may not be a problem). Lines 8447, 8451 use Boom action 242 (may not be a problem). Lines 1416, 1444, 3376, 3380 have an action and tag set but aren't linked to a sector. MAP20 Things 639, 640, 642, 650, 651, 653, 654, 655, 658, 659, 660, 661, 663, 664, 665, 667, 668, 669, 670, 671 have no skill set. Lines 1901 and 3104 are W1 monster teleports. MAP23 Sectors 13 and 501 have no area. Things 438, 439, 440, 446, 768, 769, 770, 771 have no skill set. Has no player 2, 3 and 4 starts. Line 9 is a W1 teleport (may be a problem if the map is ever modified to work in coop). MAP24 Has a corrupt BLOCKMAP. Lines 6639, 6643, 6644, 6645 (W1 Exit Level) have unecessary tag set (not really a problem). MAP26 Sector 93 has no area. MAP27 Lines 1211, 1218 (SR Lift) have no tag set. Sides 16, 18, 834, 835 reference missing texture LAVA1. MAP28 Lines 1634 to 1641 have an action and tag set but there is no corresponding sector. Thing 466 won't teleport thing 312 (Imp) on easy. Thing 469 won't teleport thing 311 (Imp) on easy. Thing 462 won't teleport thing 310 (Imp) on easy. Thing 463 won't teleport thing 309 (Imp) on easy. Thing 464 won't teleport thing 477 (Imp) on easy. MAP30 Has a corrupt BLOCKMAP. 469 Lines (i.e. 2527) are single sided but have the double sided flag set. Has more than 32k sides and segs. 153 lines use Boom action 85 (may not be a problem). Line 10080 (Scroll left) has unecessary tag / linked sector (not really a problem). Lines 17455, 17459 use Boom action 242 (may not be a problem). Line 10552 (S1 Door) has no linked sector. Lines 21415, 21432, 21435, 21471, 21487, 21567 are W1 monster teleports. MAP31 Has a corrupt BLOCKMAP. Has more than 32k sides and segs. Teleport destination (thing 1182) has no skill set. Has no player 2, 3 and 4 starts. MAP32 Things 4, 5, 6 do not have skill set. 8 lines use Boom action 85 (may not be a problem). Lines 804, 2412, 2413, 2418, 2419, 2436, 2437, 2438, 2439 (Scroll left) have unecessary tags (not really a problem). Lines 2374, 2380, 2393 are W1 monster teleports. Line 2408 (S1 Exit) has unecessary tag (not really a problem). Side 321 has MFLR8_3 for a texture. I will also try to play through it later.
  17. Just finished checking Maps 17 to 35, so here is some more stuff that may or may not be a problem: Maps 17, 18, 19, 21, 24, 25, 26, 27, 28, 29, 30, 31 have no deathmatch starts. Maps 18, 22, 23, 27, 34, 35 have Doombuilder starts (not really a problem). MAP17 No player 2, 3 and 4 starts. Lines 920 and 926 have S1 actions without sector tags. MAP19 As you said before the Boom specials are unreachable so shouldn't be a problem. Thing 358 (HK) is stuck on top of thing 494 (Imp) on Easy skill. MAP22 Deathmatch start (thing 16) on top of a cacodemon. Has 3 deathmatch starts (4 is minimum for vanilla deathmatch). Lines 98, 2193, 2256, 2260, 2264, 2799, 4521, 4692 and 5304 are W1 monster teleports. MAP23 Lines 663, 2185, 2322 have an action and a tag but have no linked sector (may not be a problem). Lines 1881, 3466 have SR action but no tag. Lines 2053, 2295, 2440, 2447 are W1 monster teleports. MAP25 No player 2, 3 and 4 starts. Lines 737 and 981 have Boom specials (and as you have said shouldn't really cause any problems). MAP26 No player 2, 3 and 4 starts. Lines 845, 1621, 1628, 1635, 1642, 1649, 1656, 1746 are W1 monster teleports. MAP27 Lines 1908, 1915, 1922, 2780, 2783, 3182, 3809, 3820, 4235, 4242, 4524, 4525, 4526, 4719, 4726 are W1 monster teleports. Line 4573 is W1 teleport but sector tag is zero. MAP28 Lines 2742, 4241, 4253, 4266 are marked WR teleports with tags but are not linked to any sectors. MAP29 Sector 89 has no area. MAP30 Lines 323 and 599 have actions but are not linked to a sector. MAP31 Lines 6920, 6921, 6925, 6930, 6937, 6939, 6947, 6959, 6960, 6968, 6982 are W1 monster teleports. MAP33 Sector 214 has no area. Has 1 deathmatch start. MAP34 Sector 206 has no area. Thing 1063 teleport destination is only present on hard skill. Thing 1029 (Chaingunner) is stuck on top of 1294 (Shotgun guy) on medium skill. Lines 158, 2957 have actions but are not linked to sectors. Line 953 has an SR action but no tag (maybe should be 76). Lines 1328, 1855 are W1 monster teleports. When I get more time I will play through it to check things like kills and secrets.
  18. Just been doing some testing with the beta release, I'm about half way through now: TEXTURE2 contains duplicate textures: BLODGR1...4, DBRAIN1...4, WFALL1...4 The wad contains two PNAMES lumps MAP01 No player 2, 3 and 4 starts, no deathmatch starts MAP02 Reject is all zero (not really a problem) Deathmatch start (thing 154) on top of monster MAP03 Reject is all zero (not really a problem) Has zero length segs (428, 1855) MAP04 No player 2, 3 and 4 starts, no deathmatch starts MAP05 No deathmatch starts MAP06 No player 2, 3 and 4 starts, no deathmatch starts MAP08 Has 2 player 3 starts, no player 4 start and no deathmatch starts Lines 1704 and 1722 have W1 monster teleports MAP09 Sector 797 has no area Has a DoomBuilder start (not a problem) Things 691 and 692 are stuck on top of each other No deathmatch starts Line 5390 marked as a teleport (not really a problem) MAP10 Sector 900 has no area Has a DoomBuilder start (not a problem) No player 2, 3 and 4 starts, no deathmatch starts DR/D1 trigger lines don't need line or sector tags (not really a problem) Lines 4612, 4621, 4627 and 4633 have no tags MAP11 Has a DoomBuilder start (not a problem) Things 695 to 737 (43 off) have no skill flags set Line 4088 is SR action but has tag 0 MAP12 No deathmatch starts MAP13 Has a DoomBuilder start (not a problem) Things 797 and 798 are stuck on top of each other MAP14 Reject is all zero (not really a problem) Nodebuilder has created duplicate seg vertices and zero length segs MAP15 No deathmatch starts MAP16 Line 3239 is not referenced, side 4518 is not referenced Lots of things (0, 43, 44, 80 ...) have odd angles (not really a problem) No player 2, 3 and 4 starts, no deathmatch starts MAP19 and MAP25 have Boom action specials
  19. marineController

    Chocolate Doom version 2 beta

    I've just downloaded the zip from the v2 branch on git hub, applied the two changes listed in this thread (nice that Quasar spotted the other one), built with msvc and both demos playback fine for me. My method was basically: Locate D_DoomLoop, from there the heretic source code can be used as a guide by following the calls. Locate the addresses of thinkercap, leveltime and P_MobjThinker. Play the demo and wait until it's just about to desync. Break into the DOSBox debugger (ALT-Pause). Set a memory break point for changes to leveltime (F5 then advances the game by 1 tick). Dump the memory to a file (16M). I made a program to load the file and walk the thinkers list outputting the x, y and z position for each mobj (function == P_MobjThinker). I made a similar mod to choco-heretic so then the data for both tics could be compared. The tick and mobj responsible for the desync can then be determined. Use choco to break on the tick and mobj update and step through and see what is happening (I added a mobj counter so I could break at the mobj). In DOSBox, for me the addresses were always the same: CS = 0180, DS = 0188 D_DoomLoop = 0180:001a6c08 P_Ticker = 0180:001c04b0 P_MobjThinker = 0180:001b90b0 thinkercap = 0188:00214940 leveltime = 0188:00214950
  20. marineController

    Chocolate Doom version 2 beta

    OK, after messing around with the DOSBOX debugger for a bit I've found the reason for the demos desyncing: In p_pspr.c : A_FireMacePL1Bball = P_SpawnMobj(pmo->x, pmo->y, pmo->z + 28 * FRACUNIT - FOOTCLIPSIZE * ((pmo->flags2 & MF2_FEETARECLIPPED) != 0), MT_MACEFX2); should be:ball = P_SpawnMobj(pmo->x, pmo->y, pmo->z + 28 * FRACUNIT - FOOTCLIPSIZE * (pmo->flags2 & (MF2_FEETARECLIPPED != 0)), MT_MACEFX2); The original code didn't have the parentheses and looks like it was not what the author actually intended.
  21. Just finished the rest of my playthrough. Great job, a lot of fun. Here are some more things I noticed that may or may not be problems: MAP16 - Has 2 computer area maps (so no 100% items). MAP23 - Megasphere not a secret. MAP27 - Sector 125, D1 on one side, DR on other. MAP28 - Sectors 68 and 217, D1 on one side, DR on other. I accidentally triggered one of the DRs on the way out and then couldn't get back in. MAP29 - Sector 180 has missing lower textures. MAP33 - Lines 1058 and 2584 look a bit glitchy. Sectors 231 and 229 don't drop.
  22. In the linked demos for the "Noclip bug" Wiki article: The first demo (E3M1) shows the player skipping the line (53) and then activating it on the way back. The second demo shows the player skipping the exit line and ending up trapped down a hole. In both those demos, the player crosses the lines without activating them (the actions are not triggered and not used up). It mentions tags can simply fail every so often but there are specific reasons for this i.e. Something is blocking a sector movement. Something is blocking a teleport destination. Something triggered the line earlier (monster or projectile). In these cases the action will fail to trigger and will be used up but that is because the line isn't skipped (so not a "Noclip bug").
  23. Maybe something is up with that Midi music or emulation of it. I extracted D_EVIL from D2TWID and whenever I add that lump as a stand alone file or within a PWAD (consisting of only that lump) and run unpatched doom with i.e.: doom2 -file d_evil.mid or doom2 -file music.wad -warp 31 It crashes with a W_NumLumps error. If I launch and IDCLEV I get Z_CT. Also if I launch with a replacement music lump (with original D_EVIL from Doom2 IWAD) it works OK i.e.: doom2 -file d2twid.wad d_evil.lmp -warp 31
  24. Been having a blast playing through this today, I am up to MAP16 and have managed 100% K, I and S so far. Here are some things I have noticed, some may not be a problem: The dehacked lump in the wad is different to the external one. MAP08 Things 377, 379 (DM Starts) on top of monsters. Lines 885 and 908 have actions and tags but no sector. MAP09 There's a BFG in a secret area but it's not marked secret. MAP11 The pulsing light at the soul sphere secret causes the mid texture to flicker. MAP13 has a dead lost soul with no skill flags (maybe slige joke). MAP15 The BFG secret is empty (multiplayer only). MAP32 Lines 451 and 475 are marked hidden. MAP31 crashes when played with vanilla doom (Z_CT) i.e. doomdh -file d2twid.wad -warp 31 -skill 4, if I start with -nomonsters it works but there is no music playing, also if I start with -nomusic it works (testing with DOSBOX 7.4, DEHACKED 3.1 and Doom2 v1.9).
  25. marineController

    The Floor Below (vanilla doom compatible)

    One cause of HOMs that can occur in vanilla is if you have sectors with the sky flat used on both the floor and the ceiling.
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