VanaheimRanger Posted September 1, 2020 (edited) 3 minutes ago, Doomkid said: NOOO! This is what I get for only testing in Vanilla, Choco, Zand,GZD, Odamex, ZDaemon, *catches breath*... I thought, surely PrBoom will run it right if ALL of those do. How foolish, with as many cross-compat projects I've made, I should have known by now that every port has their own interesting flavors of bugs! ALWAYS test Boom! It is the most finicky of them all from my experience. Personally, I only test PRBoom+ and GZDoom, then if I release something I will say it is compatible with those and is untested with others. Edited September 1, 2020 by guitardz 3 Quote Share this post Link to post
Doomkid Posted September 1, 2020 (edited) Two problems are fixed - Map04 now runs fine in PrB+ and Map05 plays the right music since I stuck a D_DOOM lump in there. Unfortunately, RJD's glow effects, despite looking gorgeous in GZDoom, actually crash Zandronum because it doesn't know what "attenuate" means. Man, I wish it just ignored stuff it doesn't understand! Why does it have to be a hard, mean, dirty crash?! UGH In case looking at it will help, here's a version where the only 2 remaining issues I know of are Zand crashing over the GLdefs and still needing to get that shootable core updated in Mikey's map:(nope) Any clues on getting around this would be amazing.. No idea what to do other than have things use the wrong glow color in both Zand and GZD, which is of course not ideal.. Edited September 2, 2020 by Doomkid 5 Quote Share this post Link to post
RonnieJamesDiner Posted September 1, 2020 Whoops, I forgot Zandro doesn't support attenuated light. Here's a version without the attenuated bit: GLDEFS.zip 6 Quote Share this post Link to post
Dimon12321 Posted September 1, 2020 (edited) 8 hours ago, Doomkid said: When @MikeyScoots gets online maybe he can tell us what that tag 57 was meant to do in his map, then once that's fixed I'll have a new build ready. Tag 57 isn't that important for the map. Probably shooting the core would result in opening a specific door. I can think of 3 doors which can be attached to the core. Those 2 doors pointed out by green arrows stay opened if you open one of them (tag 7). Spoiler BTW, I think someone should fix this mapping mistake. That sharp angle between linedefs 14407 and 14411 should be right Spoiler Edited September 1, 2020 by Dimon12321 1 Quote Share this post Link to post
riderr3 Posted September 1, 2020 On 8/31/2020 at 6:25 AM, Doomkid said: One other thing I want to do is be sure all of the MIDIs are properly credited. I know 90% of them, but hopefully we can get the blanks filled in: Title - Inca Roads by Frank Zappa Intermission - Intermission MIDI from Dwango20 Story - Jack the World by GWAR 01 - Covenant Dance from Halo 02 - Goin' Down the Fast Way from Rise of the Triad 03 - Nuts n' Bolts from Donkey Kong Country 3 04 - Map12 MIDI from DwangoX 05 - Hooligan Rhapsody from Beavis & Butthead 06 - The Awakening by Les Claypool 07 - (Not sure) 08 - Record Skipping from Beavis & Butthead 09 - Fear Factory from Donkey Kong Country 10 - Venus Nickel-Iron Mine from Descent 11 - Immigrant Song by Led Zeppelin 12 - Cacophony of Asian Donut Shops by AD_79 (another that gets stuck in my head) 13 - Mysterious Forest from The Legend of Zelda: Link's Awakening 14 - Rumble in the Jungle by AD_79 15 - Upper Brinstar (The Jungle Floor) from Super Metroid 16 - When the Levee Breaks by Led Zeppelin 17 - The Graveyard from Heretic 18 - Deadly Town by Jimmy 19 - Death Wind from F-Zero 20 - Master of Puppets by Metallica 21/Victory screen - Legends of Rock from Beavis & Butthead 21/Bonus 1 - Accelerator by AD_79 22/Bonus 2 - (Not sure) If anyone knows the sources for the 3 missing ones here that would be excellent. For MAP07 it's Zombie Remix (D_COUNTD).mid by Viscra Maelstrom 1 Quote Share this post Link to post
Dimon12321 Posted September 1, 2020 (edited) Map 17 error! These 3 columns on the way to the yellow skullkey don't rise at all. I deleted the old build (rudy2v10) I used to play through, so I can't check the former Floor height of those reference sectors outside the map. Actual for rudy2_0 version. Spoiler Map 20 doesn't have Tag 20 in use, so the linedefs 2972 and 2974 don't lower any floors as intended. (And I think they don't need to do so) Also, switches with the texture SW1SKULP don't turn into SW2SKULP when activated. Edited September 1, 2020 by Dimon12321 1 Quote Share this post Link to post
Doomkid Posted September 2, 2020 (edited) Thank you so much for those notes! All fixed in this latest build. I have no idea how the dummy sectors became separated on map17 but the 3 bridge sectors that raise up should be a-ok now. If no one has any objections in the next day or two, I'll rebrand this as RC1 (Finally!) and start up a whole new thread and retire this one, what with all it's clutter. So close I can taste it! (old link) Edited September 2, 2020 by Doomkid 3 Quote Share this post Link to post
Dimon12321 Posted September 2, 2020 (edited) Hah, Map 20 also has 2 red skullkeys. Don't know why, but I didn't notice that earlier despite the fact it WAS featured in my old walkthrough of rudy2v10. Chill out, it's the last error I've found for Map 20 =) Spoiler Skull switches (SW1SKULP -> SW2SKULP) are still not fixed. At least, for PrBoom+ Edited September 2, 2020 by Dimon12321 1 Quote Share this post Link to post
Doomkid Posted September 2, 2020 Unfortunately I don't think I can add the skull switch animations back in for any of the non-ZDoom ports, but I think it's not too big a deal anyway since they're rare throughout the wad and their functionality seems obvious. If it's too bad for other players in the RC1 thread, I'll go and replace a few of them with one of the small skull switches. Also I'll delete that extra key right now! 1 Quote Share this post Link to post
Gez Posted September 2, 2020 (edited) 34 minutes ago, Doomkid said: Unfortunately I don't think I can add the skull switch animations back in for any of the non-ZDoom ports Boom does have a way to define new switches; the SWITCHES lump. Here, an ANIMATED lump that adds the animations from ANIMDEFS, and a SWITCHES lump that adds the SW*SKULP switch. With those it should work in all Boom-compatible ports. rudyboom.zip Edited September 2, 2020 by Gez 4 Quote Share this post Link to post
Doomkid Posted September 2, 2020 (edited) This thread is outdated, please check the release thread here: Edited September 3, 2020 by Doomkid 4 Quote Share this post Link to post
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