Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

rhinoduck

Members
  • Content count

    256
  • Joined

  • Last visited

Everything posted by rhinoduck

  1. I think ZDaemon has an issue with them being placed directly on top of the linedef they are supposed to activate; IIRC I've seen the the same issue when aaliens was in development. The solution is simple: Move the dolls or the linedefs so that the doll's centre does not sit directly on top of the linedefs (i.e. the distance between the centre of the voodoo doll and the point it should cross the line at must not be zero), ZDaemon will then detect the line activation. Writing this from memory again, so someone best test it. If the above won't help, another possibility is to move the lines outside of the doll's bounding box (i.e. to not have them overlap at all); but I think the first approach I mentioned should be enough. I also noticed a couple of issues with coop starts in tnswutil's output when checking which maps make use of voodoo dolls... MAP08 has three player 2 starts and none of the higher ones; MAP14 is missing coop starts.
  2. Indeed, that's what it looks like. The problem here is that Vanilla only has a single 'thing is in multiplayer' flag (unlike Boom which has two additional flags 'not in dm' and 'not in coop') so the desired effect cannot be achieved this way; the things will always appear in both dm and coop (I assume you're aiming for Vanilla/limit-removing compatibility). I think this may be the desired behvaiour for Icon of Sin maps; you'd get monsters stuck within each other at the target spots otherwise; but i guess whether that will happen often or whether it is a problem depends on the overall design of the map and author's intentions. Anyway, this is why it behaves the way it behaves for D64 in ZDaemon now... Here's an excerpt from ZDaemon's changelog: 4. 1.10b03 release (2015-01-01) ----------------------------------------------------------------------- ... 22. A "monsters telefrag each other" option was always forced on on any map called "map30"; it's useful for the "Icon of Sin" map in doom2.wad, but not for other WADs. We changed it so that this flag is turned on for map30 only when doom2.wad is loaded and it's the only wad. In this way it will work for normal DOOM coop, but it will not conflict with other WADs (one can turn on that flag from mapinfo for any map on newer WADs). And here's the MAP30 block from D64's MAPINFO lump: map MAP30 "The Absolution" levelnum 30 sky1 SKY3ATAL forcenoskystretch next EndGameC secretnext EndGameC titlepatch CWILV29 music D_OPENIN cluster 8 allowmonstertelefrags The MAPINFO flag responsible is AllowMonsterTelefrags. It may be possible for the server host to override this (without editing the original PWAD) by loading another PWAD with a MAPINFO lump with a new definition for MAP30 (omitting the flag) to get rid off this behaviour on a particular server; mind that I think this should work, but I did not test it.
  3. rhinoduck

    Site and/or forum bugs or things not working

    There is an RSS feed for each (sub)forum now. For example, if you want to subscribe to DW News, go to https://www.doomworld.com/forum/20-doomworld-news/, scroll to the bottom, and locate the RSS icon on the right; depending on your bowser, an RSS icon might also appear in your address bar.
  4. The first thing that came to my mind as well xD
  5. rhinoduck

    Music Identification : Mock 2

    The Cure - Lullaby
  6. rhinoduck

    TNT Revilution: Final release now on ID Games!

    The torches used to have the "Not cooperative" Boom flag (at least) in the version from 2017-06-05 which was masking the issue in boom-compat ports. The flag has since been removed in some subsequent release revealing the problem everywhere. Vanilla being the target, this approach was doomed from the start.
  7. rhinoduck

    Slaughterfest 3 [Beta_C released, 05/08/2017]

    Results of static analysis to somewhat expand on damo2k's report... Coop starts $ tnswutil -c coopstarts -w sf3_c.wad ... ---MAP08 1 1 1 0 ... ---MAP21 10 2 0 1 ... As for MAP13, there are multiple (of each) p2-p4 spawns at the start. Scrollers potentially problematic in ZDaemon I only listed them, I did not check them in editor this time. Also, this command is not present in the current tnswutil release yet. Btw, as long as the length of the resulting vector for scrolling the sector is at least the minimum required value, it "should" (I didn't redo the test now) work ok. What it means in practice is that the scroller in MAP02 should work fine even though there are such short lines, because if you combine them (they all have the same tag and thus affect the same sectors), you will get an effective length of 64 (assuming they all face the same direction). OTOH, MAP22 will be problematic even after combining the lines as you will only reach an effective length of 16 (again, assuming they both face the same direction). $ tnswutil -c zdaemonscrollers -w sf3_c.wad ---MAP02 line: 2209; special: 253; tag: 11; length: 16; line: 2212; special: 253; tag: 11; length: 16; line: 2238; special: 253; tag: 11; length: 16; line: 2241; special: 253; tag: 11; length: 16; ---MAP22 line: 2434; special: 253; tag: 10; length: 8; line: 2456; special: 253; tag: 10; length: 8; W1 Teleports Having someone familiar with the map recheck that the following W1 teleport won't break progression in coop might be worthwhile; there's too much going on for me to give it the time to go after each possible path at the moment. ---MAP31 line: 9656; tag: 118; type: 39 - W1 Teleport Map names @damo2k The WAD does not contiain a MAPINFO so only maps 1-32 which were originally present in Doom 2 will have a name; DEHACKED also allows changing the name only for these original maps (at least in all the ports I am familiar with AFAIK).
  8. rhinoduck

    Stardate 20x7 [/idgames]

    That kind of depends... what can be reduced to a "simple" circlestrafing case, or a combination of controlled dodging, monster luring, and infight initiating in SP can become a bloody clusterf*ck when different monsters start targeting different players in MP (especially if large mobs are involved, or if a specific strategy is required). Not that faster monster influx is a bad idea; it just probably needs to be judged map by map and encounter by encounter keeping the above in mind. But these are just my two cents coming mostly from the disorganised world of public survival servers, so, perhaps, keep that in mind too.
  9. rhinoduck

    Stardate 20x7 [/idgames]

    Cool! Then we shall still have an out-of-the-box ZD-compatible Stardate 20x7 :) Thanks!
  10. rhinoduck

    Stardate 20x7 [/idgames]

    The following scrollers will be extremely slow in ZDaemon: ---MAP04 line: 8835; special: 253; tag: 98; length: 14; ---MAP05 line: 9378; special: 253; tag: 109; length: 16; line: 9386; special: 253; tag: 110; length: 12; line: 9392; special: 253; tag: 111; length: 12; line: 9398; special: 253; tag: 112; length: 12; line: 9404; special: 253; tag: 113; length: 12; line: 9720; special: 253; tag: 131; length: 3; line: 9723; special: 253; tag: 130; length: 3; line: 9917; special: 253; tag: 132; length: 8; See this post for an explanation why that happens and how to avoid the problem. Now, I don't know if you will even want to put the effort into fixing this; if the answer is no, hopefully someone else will pick this up and make a ZDaemon-compatible version (I am refraining from doing so this time). Very minor nit: In MAP32, it is possible to AVJ through the windows to the keys and get stuck there (the probability is tiny, but it did happen to me, heh).
  11. Thanks! I wasn't familiar with EDF at all, so I didn't even know that that's where I should have been looking. For those who might be in the same situation as I was: cflags
  12. Silly question: What does 'cflags' mean in this context?
  13. There is a coop issue with MAP07; the lowering bars lock out usually all but one player at start. And if the player who made it in dies, the map can never be finished. Here is a fix WAD I made for the servers I run: cereal-killer-20170330-coopfix1.zip I tried to keep with the style of the map; here is a bit from the coopfix readme which describes what has been done (the tag numbers should make it possible for everything to be identified): Maybe you will find it acceptable to be used as it is, or you'll have a different idea of what this should look like; either way, it would be nice if the map ended up being coop-friendly in the final release.
  14. rhinoduck

    How to make a ZDaemon-friendly Boom scroller?

    The guideline: Make your lines with carrying specials at least 22 map units long to avoid any issues. This actually goes back to at least Boom 2.02, so anyone targeting the original Boom or PrBoom+ complevel 9 should also keep this in mind; somewhat. Unlike ZDaemon, these two ports will accelerate voodoo dolls to intended speed after a real player has moved (as Melon pointed out); other things will still scroll slowly though. Explanation: If the momentum/velocity of a thing falls below a certain threshold, the engine resets it to 0 effectively bringing the thing to a complete halt. Boom scrollers accelerate things by adding only a small fraction of their speed value to the thing's momentum/velocity each tick; it thus takes multiple ticks to accelerate the thing to full speed. For very short scroll special lines, this fractional value will be below the above-mentioned stop threshold, and thus the thing's momentum/velocity will get reset to 0 each tick effectively making it move at only a tiny fraction of intended speed. The details: The threshold value: STOPSPEED = 0.0625 The multiplier to get the fractional boost value: CARRYFACTOR = 3 / 32 = 0.09375 The formula: carry_speed_increment = line_length / 32 * CARRYFACTOR Results for line lengths around the critical point: 21 -> 0.0615234375 (less than STOPSPEED; will get reset each tick) 22 -> 0.064453125 (more than STOPSPEED; will start accumulating properly) The exact break is at 21.333 (periodical), but 22 is easier to remember and measure. Source code references: This is the part responsible for resetting the momentum/velocity (GitHub). The example comes from ZDoom 2.8.1, but it is functionally identical to what appears in the source code of ZDaemon 1.06; from observation, it remained the same in ZDaemon 1.10b07 also. This is the way the issue has been remedied as it appears in ZDoom 2.8.1 (GitHub). The acceleration will be smoothed out only if the fractional value would be larger than STOPSPEED; if it won't be (it won't be for scroll line lengths <21.333), the thing is simply moved at the scroller's full speed right from the start, and the whole momentum/velocity accumulation is not used. This also means that, in these cases, the thing will come to a complete stop as soon as it leaves the scroller because there will be no momentum/velocity accumulated; but it will move at intended speed while on the scroller. Obviously, ZDaemon is missing this fix/workaround. Both examples come from the P_XYMovement() function located in p_mobj.cpp.
  15. rhinoduck

    TNT Revilution: Final release now on ID Games!

    In MAP32 (as it appears in b6), tag 30 can block progression in coop if no one survives the trap to unlock the area. Or at least this seemed to be the issue people got stuck on in the server; I wasn't able to spot a way around it while taking a quick look in DB.
  16. rhinoduck

    Preacher - final version on idgames

    I load a WAD with custom TNS monsters on all servers by default because we have scripts which allow us to spawn them at will or turn on automatic monster randomisation on the fly. The WAD of monsters contains DEHACKED which can sometimes conflict with the map WAD DEHACKED (unfortunately, it is not always obvious how); I removed it from the server config. Try playing on the server now and see if that helped. If it didn't help, you are probably hitting some kind of online vs. offline ZDaemon duckery which you may or may not want to deal with (we'd appreciate it, but we are just a specific part of the target audience; whether the benefit-cost ratio makes trying to resolve this worthwhile, or whether cutting the problematic bits out is acceptable is ultimately up to your judgement only).
  17. rhinoduck

    TNT Revilution: Final release now on ID Games!

    I realise it might be because you haven't reached the high map numbers in your process yet, but I am going to nag a bit anyway just to make sure; MAP27 is still missing coop starts.
  18. Forgot to post one more late night/early morning funny moment; I seem to be getting a lot of tightly fitting orbiting projectiles lately. Also, the "spongebob had a new one ripped." obituary will probably stay in my memory for some time xD
  19. rhinoduck

    Preacher - final version on idgames

    Ah, I half-prepared it, then moved to something else, and never finished the update; I've finished it now. I see bars now prevent freelook "cheating" in the IOS map, nice :) A few nitpicks after I checked the new version: 1) I could not find this causing any harm (at least in ZDaemon), but it is kind of strange that one of the Player #1 starts in MAP08 is marked MP-only (especially the one which actually is the intended SP start as well). 2) I am not sure you want to have 'activateowndeathspecials' in MAPINFO. As the comment in the Ducks MAPINFO states, it is there only for rhinolib which needs it for some scripts to work correctly, and which is something that only we use in our little corner of the Doom universe; I don't know if and how its presence could possibly affect other mods. 3) This is purely cosmetic; I don't think you need 'nojump' in every map entry in the MAPINFO anymore if you've already specified it in the default map entry. Also feel free to remove the header comments from the MAPINFO, I don't think there is any need to credit me there; their original purpose was to somewhat explain the origin of and reasons for the (unofficial) stand-alone MAPINFO wad.
  20. While I was putting this on a ZDaemon server I noticed a couple of things which you may want to look at... MAP09 uses extended nodes even though standard nodes would suffice; this needlessly prevents it from being played in ports which do not support extended nodes. Most maps are missing coop starts; here is the full listing: Here's how the above listing can be obtained if you want to be able to quickly check coop starts (and possibly other things) yourself: tnswutil -c coopstarts -w wad_name.wad https://rhinoduck.net/wiki/tnswutil
  21. The RNG was feeling creative tonight xD
  22. rhinoduck

    TNT Revilution: Final release now on ID Games!

    $ tnswutil -c coopstarts -w TNTR_B5.wad ... ---MAP27 1 0 0 0 ... https://rhinoduck.net/wiki/tnswutil I started two public survival servers on ZDaemon for some casual demon slaying: 89.221.208.147:10619 Ducks just PLAY - TNT: Revilution 89.221.208.147:10719 Ducks feel PAIN - TNT: Revilution [fast and powerful monsters] Settings: freelook enabled, items respawn, finitely tall actors (these are compromises for public servers which can sometimes see large numbers of players, the remaining settings should be as vanilla-like as possible)
  23. rhinoduck

    3 Heures d'Agonie 3 ! [Finally Final!]

    \o/ Pain server updated.
  24. rhinoduck

    3 Heures d'Agonie 3 ! [Finally Final!]

    The side of this lift in MAP19 was probably also intended to have the metal texture. The exit which seemed like it could break was in MAP13; but after taking a closer look, it seems like it should always work out fine. I'm mentioning this here to undo the unspecific mention I made while we were playing. MAP05 might be a tad too easy in coop. All it takes is for one player to rush to the switch which opens exit, and another player to just sit at the exit door and hit the exit switch. Perhaps the action which opens the exit door should be pushed further back into the big trap area so someone has to fight to get there; the way things are now, you can easily avoid at least 2/3 of the monsters in the map. Also, the coop switch to open tag 5 can be shot from below with freelook; this is nothing critical, but it could be easily prevented by embedding it a bit more into the pillar. On the other hand, trying to shoot the backup switch from above can quickly become awkward as, without freelook, it can only be done from sector 2 because otherwise the height difference is too big and you won't hit it. This could be helped by positioning the switch a bit lower. In MAP31, the blue key and red key areas can become inaccessible in coop (the usual "can't open from outside if someone dies in there" issue). Though I will probably never feel the need to go that far as long as the vile at start is still alive xD These things I noticed while randomly playing a few maps here and there. Maybe you already know about them from TNS (I wasn't there). As for the fun, the wad seems to keep bringing me good laughs on top of the usual fun coming from gameplay... Fuck this pool in MAP17 (the distance of the corpse from the pool should give you an idea of the speed at which I was running over it). An orbiting fireball is nothing new, but windows being involved, that was a novelty to me. *The next paragraph may contain a mini-spoiler for MAP18* Unfortunately, I have no record of my action film style blind (I was playing the map for the first time) escape from the blue key area in MAP18 with two viles trying to turn me into a crisp, but I can tell you I made it. That is, I thought I made it; I though I was safe once I knew I'd reach the tele behind blue bars before the flames in my back would get me. Alas, little did I know where the teleport destination was. As soon as I teleported, my marine jumped a little, and screamed a lot as it got fried. After shaking off the sudden bedazzlement, I looked around and found out that the destination was over 2048 units away, but still in line of sight of the vile; to illustrate, this screenshot is taken roughly from the place where the teleport destination is, the vile was located a little bit farther than the line of chaingunners in the distance is (the area opens up). What probably truly made this funny was that Medis was always randomly passing by the right place in the right time to see both my ridiculous death on the MAP17 minipool and to see me teleport in front of him and instantly die to a vile burst which seemed to come from nowhere right in the next map.
  25. rhinoduck

    3 Heures d'Agonie 3 ! [Finally Final!]

    To complement the official Frenchie server on ZDaemon Ch0wW mentioned above, here is one for those who like it rough: Name: Ducks feel PAIN - 3 Heures d'agonie (rc1) [fast and powerful monsters] Address: 89.221.208.147:10718
×