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TerminusEst13

DUMP Episode 3: BFG Edition [Maps released]

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Arctangent said:

ZDoom literally has a click box to cull midtexs normally in UDMF, and a flag for Line_SetIdentification in Hexen if the map was made in that for some dumb reason. No need to go for that method when the target port literally has this feature.

The level, of course, was not made in either format, but rather in Doom's original map format. To use either of those features, the map must be converted to either Hexen format or UDMF—also a viable option for the project's compiler. For those unaware, ZWADCONV is able to convert to Hexen format, while one can use either wad2udmf or UDMFConvert to convert to UDMF.

EDIT (11:57 PM PDT): Updated the bug report to list the alternate solution for the bug as well.

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grrfield said:

Hi,

this seems like a great mapset. I'm trying to host it with "+survival 1", but i only get cooperative mode, with infinite lives. Is this intended or can it be changed some way?


Hello! While it's not exactly intended, unfortunately it is a default Zandronum behavior. Survival does not work in hubs, due to the normally-confusing nature of when a level is "over" (i.e. in Hexen is a level over when someone exits/enters, or is it when they defeat a whole hub?), and so the default behavior is simply to go to co-op instead.

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I've played through MAP11-20, and here is the bug list I've produced as a result. Again, this is with Zandronum 3.0 in software mode, the baseline for developing DUMP 3, with the same build as before. This also includes bugs I noticed before but had not looked into the causes of until today.

Spoiler

SECRET5: Escape Plan -
* The sky-window in your room is not set up properly (with sky borders and all), with the result that a HOM is shown. Even if it were set up properly, this level does not have a "sky1" setting in its MAPINFO entry, so the window would show a checkerboard.
* After one loop, the Impulse Tracker music in this level will begin playing at super speed, making it sound ridiculous. This is because M_SEC5.it ends with a command to change the speed to one tick per row ("A01"), but it is not reset to normal when the song replays, because the song was never intended to loop. Adding "A06" (change speed to six ticks per row) somewhere in the first row of order/position 0 will fix it.

MAP12: The Crater -
* In Zandronum 3.0, this level is unwinnable because the barrier on the bridge never lowers when the switch meant to do so is flipped. This is because Zandronum 3.0, at the moment, does not support giving multiple tag numbers to a sector. Evidently, the sectors in question (sectors 212-215, 217-221) were given two tags so they could also have a 3D floor effect applied to them. To fix the bug while retaining the effect, the sectors with a tag of "3" must have their "4" tag removed, and then the 3D floor dummy sector that is tagged to "4" must be copied, pasted, and have its action line's tag changed to 3.
* Because linedefs 5186-5192 all execute the same script, the unskippable cutscene preceding the climactic cyberdemon battle can be played a grand total of seven times. This can result in disaster, as the player is frozen by the script but also capable of being hurt and killed by cyberdemon rockets until the cutscene finishes. Either replacing the multiple single-use triggers with one single-use trigger or preventing the cutscene from playing if it has already been played would be much more appreciated.
* The script of a finished, ready-for-release level should not be spitting debug messages at the player.
* In the project's baseline of Zandronum 3.0 software mode, the device in the bridge-switch building is rendered improperly because software mode does not support sloped 3D floors.
* The portals in the sewer also suffer from rendering glitches based on location and viewing angle.

MAP13: The Fun Lab -
* The berserk pack secret door does not have lower-unpegged doortracks (linedefs 3870 and 3875), so they move when it is opened.

MAP15: The Corporate Ladder -
* If the cacodemons that attack you from the windows on the way to the blue key are killed while still outside, you can see them "floating" on the skybox "floor" from the nearest window or the window in the blue key office. (Both screenshots show the same corpse in the same location relative to the player.)
* None of the midtex fences on the rooftop have the UDMF "clip mid texture" flag, and thus bleed through the floor.
* There is a border around the "PISSER" texture that flickers in and out of view in software mode. (This is a flaw in the texture itself, but still.)

MAP16: Regressive Experience -
* The blue armor secret (sector 90) does not have lower-unpegged interiors, meaning the sides of the computer rise with the ceiling when you open it.

MAP17: Baby's First Map -
* The easternmost trigger for the red key trap (linedef 497), unlike the rest of the triggers, does not have the "When player walks over" activation flag—or any activation flag at all—so it can never actually be set off.
* The circular skybox for this level is visibly darker and lighter on different sections because it does not take into account the "fake contrast" employed by the Doom engine by default. Setting the brightness to fullbright (256) would prevent this, and it's not like this skybox needs to be anything but fullbright anyway.
* What's worse, as seen in the screenshots above, is that despite using the same texture name, "SKY1", for the sides and surfaces of the skybox, it does not display the same texture in each case. This is the result of a naming conflict when loading "SKY1" as a flat, because there is a textures-directory texture in the MAP68 directory named "SKY1"... which is identical to the texture in MAP01's directory named "MECH99"! The solution for this would be to remove "SKY1" from the MAP68 directory and change its MAPINFO sky setting to "MECH99", to get the intended sky for that map and fix the skybox rendering in MAP17.

MAP18: Research Facility -
* Every apparent intended instance of a sky border is a HOM in software mode. This is because none of them are set up properly: instead of a small sector with a floor height identical to the sector in front of it, its ceiling meeting the floor and F_SKY1 as the ceiling texture, all of these sky borders are simply walls with missing textures!
* Also, for some reason, several sectors in the climactic arena battle have missing textures instead of F_SKY1. This results in HOM.
* The window caging for the stash locked away by the red key (linedef 2448) bleeds through the floor. The vanilla/Hexen format (if converted) solutions for clipping midtextures apply here.

MAP19: AMONG US -
* The "village" to the south makes heavy use of UDMF's ability to define slope values per sector. Unfortunately, Zandronum 3.0 does not support this, and thus fails to render any of these slopes properly.
* The area also suffers from tons of rendering glitches in software mode based on location and viewing angle even if you use ZDoom 2.8.1, which supports sector-based slopes. I do not know why this happens.
* The monster closets in the west of the level do not have lower-unpegged doortracks, so the brick textures move when they open.

MAP20: The Darkness Beyond -
* The music credit is incorrect, as the music is not from Doom 64: it is actually a MIDI of "A Warm Place" by Nine Inch Nails.
* A HOM is visible above one rock when facing outward from the fortress entrance.
* The windows around the fortress entrance can be crawled through, negating the need to throw the switch to open the door.
* The red-locked door does not have properly lower-unpegged doortracks.
* The darkness of the areas above the blood pool east of the level bleeds through the surface of the blood pool itself when viewed underwater, as does the darkness of the area where the yellow key is from the nearby blood tunnel.
* The door to the cyberdemon fight (opened with linedef 1377), despite being surrounded by all three markers for doors locked with skull keys, is not actually locked in any fashion. With the cells and plasma gun provided to the player immediately afterward, the player can open this door right away and defeat the cyberdemon to open the exit faster than intended.

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TerminusEst13 said:

Hello! While it's not exactly intended, unfortunately it is a default Zandronum behavior. Survival does not work in hubs, due to the normally-confusing nature of when a level is "over" (i.e. in Hexen is a level over when someone exits/enters, or is it when they defeat a whole hub?), and so the default behavior is simply to go to co-op instead.


Ok, thank you for avoiding me wasting more time in trying to get this to work :)

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TerminusEst13 said:

Hello! While it's not exactly intended, unfortunately it is a default Zandronum behavior. Survival does not work in hubs, due to the normally-confusing nature of when a level is "over" (i.e. in Hexen is a level over when someone exits/enters, or is it when they defeat a whole hub?), and so the default behavior is simply to go to co-op instead.



Then, how does foursite do it? I uses a hub system as well, but it can be played in survival mode apparently....

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