Reaper Grimm
User Control Panel | Member List | FAQ | Privacy Policy | Blogs | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Special Interest > Freedoom > Map Status and Map Bug Reports
Pages (2): [1] 2 »  
Author
All times are GMT. The time now is 04:15. Post New Thread    Post A Reply
Catoptromancy
Senior Member


Posts: 1245
Registered: 08-06


Post bug reports in this thread or use the issue tracker on the repo.

https://github.com/freedoom/freedoom/issues


EDIT> Pretty much all the info in this post was outdated.

Last edited by Catoptromancy on Sep 20 2015 at 02:53

Old Post Feb 12 2011 18:30 #
Catoptromancy is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Catoptromancy
Senior Member


Posts: 1245
Registered: 08-06


Previous thread was too old edit the first post in. I will keep this one up-to-date.

Old thread if needed for reference:
http://www.doomworld.com/vb/freedoo...ap-bug-reports/

Old Post Feb 13 2011 23:11 #
Catoptromancy is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
wesleyjohnson
Senior Member


Posts: 1184
Registered: 04-09


Reminder: MAP09 rev7 is in incoming, but has not made it to GIT logs yet.
This rev has multi-player fixes, and other general update.
Would like to hear from coop players on suitability of item placements.

Old Post Feb 15 2011 17:15 #
wesleyjohnson is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Catoptromancy
Senior Member


Posts: 1245
Registered: 08-06


http://ftpusers.coffeenet.org/~cato...on_map09_07.zip
Here is a link so it can be committed.

Also map19 from dabski needs relinked, was removed for release due to error and not finished.

Last edited by Catoptromancy on Feb 22 2011 at 15:08

Old Post Feb 21 2011 22:06 #
Catoptromancy is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
wesleyjohnson
Senior Member


Posts: 1184
Registered: 04-09


Sorry, but that link only offers me a chance to download my own upload zip file. I already have a copy. I have GIT on another system, but have never used it before (we use Subversion). I lack all information on how and where to upload into FreeDoom GIT, and probably the permissions. How to submit to FreeDoom still says that I should put it into the incoming directory. (was that post aimed at someone else ??)

Old Post Feb 22 2011 05:59 #
wesleyjohnson is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
RjY
anARCHy


Posts: 1137
Registered: 05-02



wesleyjohnson said:
[...] (was that post aimed at someone else ??)
Yes, after three lines of ranting the penny drops :-) It was almost certainly aimed at MikeRS/chungy, Freedoom's illustrious, yet errant and currently AWOL maintainer. (Or at least anyone else who has a key for ssh access to push to freedoom.git.)

Anyway I've turned Catoptromancy's post into a patch series and sent it to chungy's email address. Hopefully if all he has to do is run "git am", that will get things moving faster.

Old Post Feb 22 2011 09:44 #
RjY is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
wesleyjohnson
Senior Member


Posts: 1184
Registered: 04-09


Map13 rev2.2 update as per forum review comments, and to add multiplayer weapons and ammo, is in incoming (feb 26, 2011).
incoming/johnson_map13_022.zip

Old Post Feb 28 2011 04:28 #
wesleyjohnson is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
skib
Banned


Posts: 212
Registered: 01-11


did E4M8
Here 'tis

Old Post Apr 11 2011 08:01 #
skib is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Catoptromancy
Senior Member


Posts: 1245
Registered: 08-06



skib said:
did E4M8
Here 'tis

Remember an awesome map can take months to make, not 24 hours...especially if you just started mapping.

Also, I fell into the pit and was trapped.

Last edited by Catoptromancy on Apr 11 2011 at 08:53

Old Post Apr 11 2011 08:45 #
Catoptromancy is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
skib
Banned


Posts: 212
Registered: 01-11


The pit with the key?

Old Post Apr 11 2011 10:30 #
skib is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Catoptromancy
Senior Member


Posts: 1245
Registered: 08-06


http://ftpusers.coffeenet.org/~cato...shots/nokey.PNG
http://ftpusers.coffeenet.org/~cato.../noteleport.PNG

Remember this is the final map of the game. A half dozen sectors is tiny for a map.

Old Post Apr 11 2011 11:15 #
Catoptromancy is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
sgtcrispy
Senior Member


Posts: 1069
Registered: 06-00


I've been working on map03 and did a bit of a overhaul on it. Made it a tad shorter, more detail, added a little DM area for shits and giggles.
I'm still working on proper item placement and difficulty levels, but i figured I'd see if anyone would give it a look see and give suggestions before I called it good.

http://dl.dropbox.com/u/17073948/SC...map03-beta2.wad

"Keep on Doom'n!!!"

Old Post Apr 26 2011 19:22 #
sgtcrispy is offline Twitter account Youtube || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Catoptromancy
Senior Member


Posts: 1245
Registered: 08-06


In general its awesome, but I liked the old slime factory and yellow key lower floor.

Old Post Apr 26 2011 19:43 #
Catoptromancy is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
RjY
anARCHy


Posts: 1137
Registered: 05-02



sgtcrispy said:
http://dl.dropbox.com/u/17073948/SC...map03-beta2.wad
Wow it's almost like a whole new map. It's pretty easy, which I prefer, I always thought map03 was a bit hard for the slot it was in.

Anyway there are some bugs

- linedefs 2168 and 2170 need their types changing to 112, currently they rely on zdoom's zero tag handling

- linedefs 2176 and 2182 are doortracks but aren't lower-unpegged

- thing 11, the teleporter exit in sector 116 needs to exist on all skill levels, else one of the chaingunners doesn't teleport

- the chainsaw secret appears to be unmarked and the pools of slime in that area don't damage you. Is this intentional?

Old Post Apr 26 2011 20:12 #
RjY is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
sgtcrispy
Senior Member


Posts: 1069
Registered: 06-00



RjY said:
- thing 11, the teleporter exit in sector 116 needs to exist on all skill levels, else one of the chaingunners doesn't teleport

- the chainsaw secret appears to be unmarked and the pools of slime in that area don't damage you. Is this intentional?

Ah that's why he wouldn't tp in.

Hmm I thought I marked that secret. Maybe not (shrugs)
Will fix if needed.
As for the slime, just didn't mark it yet.

Thanks for the feedback! :)

Old Post Apr 26 2011 20:20 #
sgtcrispy is offline Twitter account Youtube || Blog || PM || Post History || Add Buddy IP || Edit || Quote
RjY
anARCHy


Posts: 1137
Registered: 05-02


Sorry I realised I said something misunderstandable - I don't mean the chainsaw secret isn't a marked as a proper secret area, I meant there was no indication that it was there. I'm not sure how you could find it without endless wall humping, or using the map cheat. Maybe I missed something, though.

Old Post Apr 26 2011 20:32 #
RjY is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
sgtcrispy
Senior Member


Posts: 1069
Registered: 06-00


Well it is a secret. ;)

Old Post Apr 27 2011 02:59 #
sgtcrispy is offline Twitter account Youtube || Blog || PM || Post History || Add Buddy IP || Edit || Quote
BondEar
Warming Up


Posts: 27
Registered: 01-11


You should at least give some sort of indication that there's a secret in the area. Just don't make the entrance to it too obvious. A good example of a "hidden in plain sight" secret is the first level of Requiem.

Old Post May 4 2011 04:47 #
BondEar is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
wesleyjohnson
Senior Member


Posts: 1184
Registered: 04-09


Ditto. Do not care for secret area that cannot find by careful looking.
Do not accept humping walls anymore, will bring up editor or other cheat
first.

Old Post May 5 2011 12:36 #
wesleyjohnson is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
sgtcrispy
Senior Member


Posts: 1069
Registered: 06-00



wesleyjohnson said:
Ditto. Do not care for secret area that cannot find by careful looking.
Do not accept humping walls anymore, will bring up editor or other cheat
first.

Fair enough. Will fix.

Old Post May 5 2011 19:48 #
sgtcrispy is offline Twitter account Youtube || Blog || PM || Post History || Add Buddy IP || Edit || Quote
RjY
anARCHy


Posts: 1137
Registered: 05-02


Since it's been a week or so I went and fixed the obvious bugs I mentioned upthread (changelog, updated file)

I left the chainsaw secret alone though. If it was me I'd put it behind linedef 1161, in the wall opposite the switch that lets you out of that area. Then the asymmetry of the room is enough to hint at a secret there. Better than at the back of one of eight identical slime pits the monsters emerge from.

(Sigh, and I just noticed I typoed one of the linedef numbers in the commit message...)

Old Post May 5 2011 20:45 #
RjY is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
sgtcrispy
Senior Member


Posts: 1069
Registered: 06-00


Whee! I made a few more changes and fixed (think so...) the bugs/issues you guys found. Also kinda shoehorned a bit of the old sewer system at the end. I'm not quite married to the idea so if it seems "meh" taking it out would be a biggie.

http://dl.dropbox.com/u/17073948/SC...map03-beta3.wad

"Keep On Doom'n!!!"

Old Post May 9 2011 16:28 #
sgtcrispy is offline Twitter account Youtube || Blog || PM || Post History || Add Buddy IP || Edit || Quote
RjY
anARCHy


Posts: 1137
Registered: 05-02


Thanks for the update. Your version still has many of the bugs I reported, though. It would have been nice if you had started work from the fixed version I posted just above, but I guess you had already begun, or didn't see the post.

Edit: updated, fixed again, pushed out, updated file is here.

Last edited by RjY on May 10 2011 at 15:56

Old Post May 10 2011 13:50 #
RjY is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
sgtcrispy
Senior Member


Posts: 1069
Registered: 06-00


Sorry about that. I was working on it and didn't even think to grab it.

My bad. :(

Old Post May 10 2011 20:17 #
sgtcrispy is offline Twitter account Youtube || Blog || PM || Post History || Add Buddy IP || Edit || Quote
skib
Banned


Posts: 212
Registered: 01-11


You might as well take me off E4M8!

Old Post May 12 2011 21:39 #
skib is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
natt
Junior Member


Posts: 248
Registered: 05-11


Let me make sure I'm getting this right: If there's a map on the list with a bug report next to it but no name of a person currently working on it, I can take that map and fix it up? I feel like I owe something for starting map31 and then disappearing for a few decades.

Old Post May 27 2011 01:02 #
natt is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
wesleyjohnson
Senior Member


Posts: 1184
Registered: 04-09


Map09 rev 8 and Map13 rev 2.3 updates to incoming: 5/26/2011
johnson_map09_08.zip
johnson_map13_023.zip

Some fixes, some accessories added, a few adjustments.
More than just minor changes.

MAP13: Monsters climbing walls of conveyor fixed.
Added heating pipes, support posts, and other basement stuff.

MAP09: Friction adjusted in mud pit. A roof bolter added.
Added more pillars and reduced size of roof opening in pit.
Changed some monsters in water-treatment plant.

Old Post May 27 2011 02:35 #
wesleyjohnson is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
BondEar
Warming Up


Posts: 27
Registered: 01-11


There's this one big hallway in E2M8 that moves up and down and can crush you. At the end is a teleporter with a plasma cannon on top of it. So I figured I'd run there as soon as I could and then I would be teleported out of the hallway. Only problem is that there wasn't a teleporter. When I figured it out, it was too late.

I think the level would be better if that teleporter looking platform was taken out. It makes the player feel like the level is cheating.

Also, there's some texture misalignments in E2M1 (warning 600k images):
http://imgur.com/Iv35O.png
http://imgur.com/wnLNi.png

Old Post Jun 9 2011 09:00 #
BondEar is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
RjY
anARCHy


Posts: 1137
Registered: 05-02



BondEar said:
Also, there's some texture misalignments in E2M1 (warning 600k images):
http://imgur.com/Iv35O.png
http://imgur.com/wnLNi.png

Fixed, thanks

Old Post Jun 11 2011 01:20 #
RjY is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Death Egg
Senior Member


Posts: 1092
Registered: 09-10


My E3M3 and E3M9 are pretty much done now, and looking at the list I notice E3M6 isn't on there, which I was considering doing. It isn't in the current Ultimate FreeDoom IWAD... Is it done, but not added in yet?

In the meantime, I'll probably do one more Episode 3 map (Likely E3M7) before moving on to E4M9. (A bit random but I have my reasons) I may do an Episode 2 map while I'm at it.

Old Post Jun 18 2011 07:30 #
Death Egg is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
All times are GMT. The time now is 04:15. Post New Thread    Post A Reply
Pages (2): [1] 2 »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Special Interest > Freedoom > Map Status and Map Bug Reports

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by vBulletin
Copyright vBulletin Solutions, Inc.