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Joshy

NDCP2: Bugfixing thread

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Hi all.

Inspired by this thread: http://www.doomworld.com/vb/doom-speed-demos/51325-ndcp-uv-max-demo-pack/

I think it is about time NDCP2 gets the proper attention it deserves. It was rather unfortunate it was not tested too well despite the fact it took 3-4 years to finish the project. It was my first major project I took part and it is a bit disheartening that it isn't in its ideal and optimal condition after all the hard work done by NDCP2 team members. Bit of an anti-climax.

So what I hope to achieve in this thread is to have the megawad thoroughly tested, and fix all the issues and ensure the megawad can be compatible with limit-removing boom compatible ports. Several maps break the segs limit so it is futile to aim for making it playable with limited boom compatible ports.

NDCP2 is here: http://www.doomworld.com/idgames/index.php?id=15652

It would be greatly appreciated if you would give up some of your time and address any (hopefully all) bugs you can find that causes incompatibility, unplayability and any other minor/major bugs. Your contribution will be credited and inscribed in the holy txtfile. Once all the bugs have been fixed, it will be reuploaded into the Idgames archives.

I am currently doing my finals at the moment (I'm in the midst of procrastinating :3) so once my holidays start which is in 2 weeks, I will be fixing all the bugs based on the bug test reports.

I'm hoping this is okay with the team members (As far as I know, Nuxius is) as I don't have contact with them considering the newdoom forum's hit the gutter. I hope you guys can pop by! :P

Thanks!

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To be loadable with Boom, you need to fix
JF_REACT
JF_ND8
(Columns without a patch in texture) errors
Which is eseay: feed unused columns with translucent patch
AND ZDoom says:
MAP24: Unknow botom texture '}@' on second side of lindef 9762
MAP30: Unknow botom texture '@' on second side of lindef 910
This make crash BOOM.

And there are a lot of VooDoo script having a floor scrolling too fast so that the dool does not activate lines
eg: map 17 -complevel 9 after the 2 Wolf3D doors just before the arch vile.
I will tell you more soon.
I remember having a lot of fun with this wad even if somewat buggy.

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Pretty sure a lot of bugs were pointed out in the two or three threads made at release time. Try a search on NDCP2.

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Gez said:

Pretty sure a lot of bugs were pointed out in the two or three threads made at release time. Try a search on NDCP2.

Thanks but I'm aware of the multiple threads' existence but consider this as an official announcement that someone will be doing something about these bugs and more opportunities for some more bugswatting. ;-)

@Ramon_Demestre: Thanks for those! That'll help. :-)

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This is good to hear. I can't begin to explain to you how irritating in was to hear that this was boom compatible after all its testing and then once the bugs started getting shouted out in the release thread the OP was just like, oh, I guess it's for ZDoom then.

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Most of these from memory ...

General ...

1. Some of the CWILV##'s don't match the dehacked and/or mapinfo level names. Map 17 is an example.

2. There is a level which does not support generalised walkover crusher types in Boom ( a Boom error ). More on this later.

map 02 ...

1. Wrong texture on line 11886. Should be DU_PLUT6. Or just rework this small area.
2. Have a close look - up - at lines 16330, 16331, 16104, 16310, 16168 and 16166 and compare the rest of the ceiling light.

map 09 ...

Missing the lower texture on line 9245 - should be BROWN1 ?

map 12 ...

1. Line 290 needs to be tagged and sector 31 the same tag number.
2. Line 1105 needs to be tagged and sector 129 the same tag number.
3. Line 1369 needs to be tagged and sector 154 the same tag number.

map 14 ...

Thing 307 should be removed.

map 15 ...

Sector 1655 needs a ceiling height of 128.

map 16 ...

1.Things 183 and 184 - imps - are stuck on the stairs. Maybe intentional ?
2. Front upper tex on line 1970 might need a Y alignment.
3. Sectors 1891 need the tag number 24.
4. Look closely at surrounding areas when crossing lines 12049/12077 and 14703/14707. The player can tell that there has been a silent teleport.

map 19 ...

1.Lines 1421 and 1434 need their back sidedefs removed since these are single sided lines.
2.Remove the tags from sectors 198 and 201.

map 20 ...

1. Sector 921 is inaccessible and 100% kills not possible.
2. After the switch at line 5245 is activated, and the player happens to be at sectors 888 or 891, the player is trapped and dies. One simple solution would be to make sectors 835, 890 and 893 a lift sector.
3. Sector 481 is inaccessible and 100% kills not possible.
4. Line 2256 needed line type 260 - translucent mid texture - note the start of map 21.

map 21 ...

1. Line 9104 should have its sidedefs changed from sector 1145 to sector 729 - the one that it is in.
2. Wrong upper texture on line 14107 - should be DU_BRIK2
3. Look closely at surrounding areas when crossing lines 12538 and 11331. The player can tell that there has been a silent teleport.

map 24 ...

Line 8582 needs to be tagged and sector 760 given the same tag number.

map 25 ...

1. Extremely difficult - near impossible in most ports - to get from sector 300 to sector 367.
2. Boom sector height transfers should have been used for sectors 1822 and 1823. In any case sectors 1822 and 1823 should have had a higher, not lower, ceiling than sector 604 for the vanilla method.

map 26 ...

Remove the tag on line 595.

map 31 ...

1. Remove impassible flag from line 5030.
2. Line 3210 should be changed to type 52 - W1 Exit level ( see line 5030 ).
3. Remove 3D mode start - thing 0.
4. Change sector 439's floor and ceiling height to 224. See line 4521.
5. Line 3599 needs a Y alignment.

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MAP15: a Wooden door (sector 1694) does not open without the "spesial lines do not block use" option on complevel 9
This kept me lost for an Hour.

MAP21: The sky "Bleeds" on sector 186 by lines 1601 and 1372

Map30: sectors 610 and 609 have an unknow flat

For BOOM 2.02 compatibility, Dehacked patch should be available as a .DEH file too or .BEX because it can not handle deh in a wad.

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Ramon_Demestre said:

MAP15: a Wooden door (sector 1694) does not open without the "spesial lines do not block use" option on complevel 9
This kept me lost for an Hour.


Good find. In other words, the lines 6664, 6669 and 6670 need the Pass Thru flag.

Ramon_Demestre said:

MAP21: The sky "Bleeds" on sector 186 by lines 1601 and 1372


What port ? Software or hardware ? I do't think this one can be fixed.

Ramon_Demestre said:

Map30: sectors 610 and 609 have an unknown flat


Is your wad datestamped 9th May 2009 ? I show the flat FLAT5_3.

This raises a question. What is the datestamp of the version we should all check with ?

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hawkwind said:

This raises a question. What is the datestamp of the version we should all check with ?

I believe it is 15th of May 2009. The one I have in hand I believe was off the idgames archive.

Really good findings so far, keep it up. :-) All the bugs just really show there wasn't much work on the testing in the first place. :-/

And we're aiming for a limit-removing boom compatible port, so basically complevel 9 with prboom/plus. Boom's out of the question.

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40oz said:

This is good to hear. I can't begin to explain to you how irritating in was to hear that this was boom compatible after all its testing and then once the bugs started getting shouted out in the release thread the OP was just like, oh, I guess it's for ZDoom then.

Yeah that was pretty disappointing I recall. After all the hard work, in the end, all was like, meh. Not exactly a consistent nor friendly attitude for a community project. :-/

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Joshy said:

I believe it is 15th of May 2009. The one I have in hand I believe was off the idgames archive.


OK I'll have to try and get that one.

Joshy said:

Really good findings so far, keep it up. :-) All the bugs just really show there wasn't much work on the testing in the first place. :-/


I know you are familiar with the newdoom forum thread on this. There actually was a lot of testing done, it's just that a lot of the recommendations never got implemented.

Joshy said:

And we're aiming for a limit-removing boom compatible port, so basically complevel 9 with prboom/plus. Boom's out of the question.


This brings up the issue of not being able to get 100% kills in Boom - and prboom and prboom+ for that matter. This relates to maps 9 and 23. They have walkover generalised crusher types which these do not support. This can be fixed.

For map 9 ...

Replace the imp at sector 1301 with a voodoo doll. Remove type and tag from line 13342 and sector 1300. Change the type/action on line 13336 to 25.

For map 23 ...

Replace the imp at sector 1482 with a voodoo doll. Remove tag from sector 1481. Change type/action on line 14439 to 25.

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Joshy said:

I believe it is 15th of May 2009. The one I have in hand I believe was off the idgames archive.

Just checked the master server and German mirror - their versions are dated 29th of April.

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GreyGhost said:

Just checked the master server and German mirror - their versions are dated 29th of April.


This is all very interesting. I also have a version dated 17th May 2009. I suspect that I downloaded this via an "unofficial" link at NewDoom. I also downloaded from here today ...

http://www.gamers.org/pub/idgames/levels/doom2/Ports/megawads/ndcp2.zip

This one is dated 28th April 2009 with the txt file dated a day later.

===========================

The text file on the May version has this addition ...

Last updated:

5/17/2009 with map(s)
Map29 ~ Pass-thru fix before yellow key door

5/15/2009 with map(s)
Map22

5/9/2009 with map(s)
Map02
Map04
Map29
Map30

--------------------

I suggest we work off the April 28/29 version for uniformity, which BTW makes Ramon_Demestre's comment for map 30 correct.

EDIT ...

Make sure that map 29 error is fixed. On the 28th version it is line 1556.

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hawkwind said:

I suggest we work off the April 28/29 version for uniformity, which BTW makes Ramon_Demestre's comment for map 30 correct.

Good idea, I'll fix the maps under that timestamp. And yeah, I'm very aware of the testing thread at newdoom, it was so frustrating, prevalent communication breakdowns let the project down. My requests weren't fixed properly and my map13 had a different tune instead of the one I chosen which was from hexen.

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My version is dated 2009-04-28 18:23
Which the same than the archive. I did not know there were a newer.

And about the bleeding sky in MAP21, it only occurs with PrBoom's software reder (No problems with ZDoom's or with hardware)
I donot see how it can be fixed but it is not a big isue.

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From idgames:

File: NDCP2.wad
Size: 69450467 bytes
Modified: Tuesday, April 28, 2009, 6:23:28 PM
MD5: BEFC5AA24E1D4D7EA7367614F45F23EC
SHA1: 372A6675CA71A16EEAE5ADF1A2D7094EC8E5221D
CRC32: E881FBB4

From MegaUpload:

File: NDCP2.wad
Size: 69405565 bytes
Modified: Sunday, May 17, 2009, 5:09:58 PM
MD5: 3BFD006434BBF68E4F1031D0EBB028D4
SHA1: B332AF8CE3F3F990B53F03A155E8BEE7FD5C56C1
CRC32: 490AD5DF

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hawkwind said:

Mad Butcher is indeed correct. I don't know where GreyGhost got his ...

Ignore my previous post, I compared the wrong downloads.

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MAP29:
First Room at the very middle the hanging body should be non blocking

MAP19 with Complevel 9:
Somme Barrels are supposed to cross the room surrounded by sector 698.
Because Voodoo Dool going too fast:
sectors 832 to 842 does not lower
wolking on lines of sector 913,1744,1760,1750,1745,1762,1748 does not kill you
the bridge does not raise properly and you get blocked.
in the Room with main sector 1123 the labirinte does not raise wen crossing lines 4849 and 5319

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Nice to see an ongoing effort towards getting this WAD fixed. It always struck me as bizarre that a Cacoward would be handed to a WAD where you could not complete the second level without cheating. You'll find a few of my bug reports if you check the NDCP2 release thread on these forums.

Joshy said:

And yeah, I'm very aware of the testing thread at newdoom, it was so frustrating, prevalent communication breakdowns let the project down. My requests weren't fixed properly and my map13 had a different tune instead of the one I chosen which was from hexen.

Ugh, that reminds me of a multiplayer project I was involved in. The guy who volunteered to compile the WAD had good intentions, and some good ideas about getting people to test it, but as time went on, it became obvious that when it came to compiling the WAD, he had no clue what the hell he was doing. At one point, I had to create and hand him a WAD with a fixed graphic in it (fixed so it was in Doom's image format) solely because he was too lazy to do it himself. He also refused to change the music in any level for any reason, no matter how many times people posted updates to their levels with new music. And to top it all off, the people running the project uploaded an older and inferior version to idgames/ (without the fixed graphic, at that,) with full knowledge that it was older and inferior, simply because it was the version testers had the least complaints about for a significant length of time.

No, I'm not bitter about this, why do you ask?

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Doom_user said:

http://forums.newdoom.com/showthread.php?t=36331

The May 17th version of NDCP2 originates from page 8 of this thread. The last few pages might have some useful information about things that still need to be fixed.


Correct. There is a plethora of faults that I mentioned over there that didn't make it to the official release. I have and will continue to trawl those old threads and post here what is still relevant.

UPDATE ...

Here is a few more ...

map 02 ...

1. I suggest making a new flat to fix the problem in the ceiling of sectors 1128 and 1264 for example.
2. Remove action/type from line 608. Player exits at line 2722.

map 09 ...

The floor of sector 826 would look better with cratop2 - compare sector 815.

map 15 ...

Action/type and tag can be removed from line 9523 since there is no corresponding sector tag.

map 19 ...

Remove teleport sprite on line 3911. It has no relevance.

map 20 ...

Remove the translucent texture action/type on line 1974 and give it to line 2256.

map 21 ...

Change the ceiling flat of sector 450 to f_sky1.

map 25 ...

Give sectors 1822 and 1823 a ceiling height of -1428. This conforms to sectors 1825 and 1826 for example.

And to narrow down what Doom user said, start from page 5 ...

http://forums.newdoom.com/showthread.php?t=36331&page=5

... some may have been fixed in the 17th May version.

UPDATE #2 ...

map 12 ...

1. Line 1369 needs to be given tag number 14.
2. Line 16 needs to be given tag number 3.

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Textures:
WARNING, BR_WAL8M, DAN_DTN1, MRCONZ, MRCOZZ, MRHEL6, MRHPANE, MRSHTN1, MRSHTN2, TSCRN2 to TSCRN8,
have a non Power of 2 width. so software BOOM based ports will repeat them to the hightest power of 2 that fits into width.

eg: in MAP15 TSCRN2 to TSCRN8
width=55 => repeats every 32 begening from left.

This can be fixed by increasing width by right side and full feeling with translucent patch.

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A megawad so promising, I am surprised all these problems have come up...it seems like testers didn't test hard enough.

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And here's the rest ...

map 06 ...

1.Line 15317 needs JF_CANY on its lower - missing texture.
2.Lines 7763 and 7644 need METAL on their lowers - missing textures.


map 16 ...

1. Lines 5871, 6179, 6180, 6181, 6182 and 6183 have the lower textures on the wrong sidedef.

2. Lines 698 and 934 need to be lower unpegged.

3. Lines 1787 and 1379 need an X alignment.

4. Lines 5113, 5114, 5115 and 5116 require METAL as the upper texture - missing textures.

5. Lines 2245 and 2248 can have the lower unpeg flag removed.

6. Lines 11037, 11036 and 11034 need a Y alignment.

7. The texture on line 10207 is very much out of place.

8. Sectors 1503 and 1333 could use some "squaring up".

9. Lines 10322 and 10328 need to be lower unpegged.

10.Lines 8368 and 8370 need tyo be lower unpegged.


map 17 ...

1. Line 5996 is missing upper and lower textures - use JF_CHOO4.

2. Lines 6024, 6446 are missing upper textures - use JF_CHOO4.

3. Lines 8387 and 7966 are missing upper textures - use MRBLKW.


map 21 ...

Thing 603 is outside the map.


map 24 ...

Thing 1987 - deathmatch start - is outside the map.


map 26 ...

Sectors 261 and 224 should either be deleted or their sector floors changed to FLOOR7_1.


map 27 ...

Line 15705 requires a lower texture side 2 - missing texture - use ROCKRED1.


map 28 ...

1. Lines 15069, 15231, 15232, 15235 and 15242 have the lower texture DU_ROCKA on the wrong sidedef - creating missing textures.

2. Remove tag number 3 from sector 97. Not required and door does not work in prboom(+) as a result.


map 30 ...

1. Stand at or near sectors 13, 595, 165 and 333 and look towards sectors 609 and 610. You will see render errors here. Control sectors outside the map should have been, and can be used, instead.

2. Change the Y offset on side 1 of lines 6801 and 6801 from -8 to 0.

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hawkwind said:

map 31 ...
2. Line 3210 should be changed to type 51 - W1 Exit level ( see line 5030 ).

52, 51 is "S1 Exit Level (goes to secret level)". ;)

Mr. Chris said:

...it seems like testers didn't test hard enough.


Not quite, half the stuff I posted never got fixed. For example, the bug in the very first reply to this thread, was something I discovered and posted about early on, see here:

http://forums.newdoom.com/showpost.php?p=549736&postcount=10

In all fairness, some of the things I posted did get fixed, just not all of them.

I think a major problem was just getting all the people who made maps for this back together to actually fix their maps bugs. Unfortunately, this is a problem I see recurring with a greater extremity trying to fix these things now. But they definitely need to be fixed, one way or another. Even if that means we have to alter other people's maps ourselves (which is something I'd rather leave as a last resort.

On that note, we should probably get someone who can post at NewDoom to post this over there. Ditto for The Abyss, since IIRC, some former NewDoomer's migrated over there.

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Nuxius said:

52, 51 is "S1 Exit Level (goes to secret level)". ;)


I meant that ... post amended. :p

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