TheNoob_Gamer Posted November 5, 2019 (edited) 2 hours ago, Pablo_Doom_Guy said: the game also crashes after using the vortex rifle (i've tried using the ms-dos , retro doom and prboom+ versions ) Seems like the game can't handle of firing 100+ bullets at once. IMHO, the best fix for this is to make the rifle fires about 20-55 bullets at once. Edited November 5, 2019 by TheNoob_Gamer 0 Quote Share this post Link to post
-TDRR- Posted November 5, 2019 (edited) 10 hours ago, Mr. Duk said: I still use zDoom quite a bit, which in most cases is fine. I recommend using ZDoom32, which is more up to date and also includes a truecolor software renderer. If your worry is performance, ZDoom32 is not slower, in fact, it's WAY faster if you enable multithreading, with it disabled it's the exact same speed as old ZDoom. @Noiser Fixing the Odamex issues is really easy, just rename the MAPINFO lump to ZMAPINFO. I told you this and instead of renaming it, you copy pasted AND renamed it, which causes the exact same issue. So read very carefully: REMOVE the ZMAPINFO lump that's already in the WAD, and RENAME the MAPINFO lump to ZMAPINFO. And from that point on, edit ZMAPINFO instead, DO NOT MAKE ANOTHER MAPINFO lump. This fixes Odamex compatibility and doesn't affect ZDoom and it's derivatives at all. Edited November 5, 2019 by -TDRR- 1 Quote Share this post Link to post
Pablo_Doom_Guy Posted November 5, 2019 38 minutes ago, TheNoob_Gamer said: Seems like the game can't handle of firing 100+ bullets at once. IMHO, the best fix for this is to make the rifle fires about 20-55 bullets at once. mmm seems more like a specific source port issue , on marine best friend (and even boom,dos eternity , edge , smack my marine up etc) there is no way to properly use the vortex rifle =/ , but if you run the doom2.exe provided with the mod it runs with no problems O_o . 0 Quote Share this post Link to post
Noiser Posted November 6, 2019 (edited) 1 hour ago, -TDRR- said: @Noiser Fixing the Odamex issues is really easy, just rename the MAPINFO lump to ZMAPINFO. I told you this and instead of renaming it, you copy pasted AND renamed it, which causes the exact same issue. Thanks @-TDRR-. Yes, I misunderstood it completely, my bad. I thought the port would ignore the MAPINFO and load the ZMAPINFO instead 1 hour ago, Pablo_Doom_Guy said: mmm seems more like a specific source port issue , on marine best friend (and even boom,dos eternity , edge , smack my marine up etc) there is no way to properly use the vortex rifle =/ , but if you run the doom2.exe provided with the mod it runs with no problems O_o . Not only the executable provided with the mod, but any Doom2.exe (if you apply the Dehacked files). The MS-DOS Edition was made because not everyone knows how to apply Dehacked patches on vanilla, use command-lines, etc But yes, as I said on the instructions, the Vortex Rifle will not work on any port because it uses some very gimmicky Dehacked exploits :-( You can try DoomPlus if you want a limit-removing port on DOS compatible with it Edited November 6, 2019 by Noiser 0 Quote Share this post Link to post
-TDRR- Posted November 6, 2019 Just now, Noiser said: Thanks @-TDRR-. Yes, I misunderstood it completely, my bad. I thought the port would ignore the MAPINFO and load the ZMAPINFO instead By the way, sorry for explaining it to you like if you were some sort of idiot but i seriously didn't want you to mess it up a second time (As unlikely as it is but still) and then have to wait for the next update. The reason why that MAPINFO lump breaks Odamex, is because Odamex does support MAPINFO, but a really old version of it so newer versions cause all crazy sorts of stuff to happen. ZMAPINFO is only read by modern GZDoom, and Odamex just ignores it's existence so that's why there's no issue with that. 0 Quote Share this post Link to post
Noiser Posted November 6, 2019 (edited) It's alright, my english is not the best so that's how I saw it. You're trying to help after all 45 minutes ago, -TDRR- said: ZMAPINFO is only read by modern GZDoom, and Odamex just ignores it's existence so that's why there's no issue with that. Only GZDoom? The mod needs to be compatible with ZDoom 2.8.1 and Zandronum as well. Do you know if there is any problem with them? Edited November 6, 2019 by Noiser 0 Quote Share this post Link to post
jeroa Posted November 6, 2019 3 hours ago, -TDRR- said: I recommend using ZDoom32, which is more up to date and also includes a truecolor software renderer. If your worry is performance, ZDoom32 is not slower, in fact, it's WAY faster if you enable multithreading, with it disabled it's the exact same speed as old ZDoom. i was not aware of this port i'll check out since i can't run the fancy LGQZdoom type of ports in my aging hardware 1 Quote Share this post Link to post
-TDRR- Posted November 6, 2019 Just now, Noiser said: It's alright, my english is not the best so that's how I saw it. You're trying to help after all Only GZDoom? The mod needs to be compatible with ZDoom 2.8.1 and Zandronum as well. Do know if there is any problem with them? Yes, it's supported as far back as 2.5.0 so ZDoom 2.8.1 and Zandronum will be perfectly fine. 0 Quote Share this post Link to post
Mr. Duk Posted November 6, 2019 4 hours ago, -TDRR- said: I recommend using ZDoom32, which is more up to date and also includes a truecolor software renderer. If your worry is performance, ZDoom32 is not slower, in fact, it's WAY faster if you enable multithreading, with it disabled it's the exact same speed as old ZDoom. @-TDRR- I'm not gonna lie, I've actually never heard of ZDoom32, so I tried it tonight and it fixed the problem! It also made some of the slime trails in Eviternity less noticeable (I prefer to play that megawad with software rendering). So thank you! Your suggestion was appreciated. One question, since there doesn't seem to be a Read Me... what is zDoom_N.exe and how does it differ from the regular executable (what I'm currently using)? Google was unhelpful in answering this question. 0 Quote Share this post Link to post
Pablo_Doom_Guy Posted November 6, 2019 3 hours ago, Noiser said: Not only the executable provided with the mod, but any Doom2.exe (if you apply the Dehacked files). The MS-DOS Edition was made because not everyone knows how to apply Dehacked patches on vanilla, use command-lines, etc But yes, as I said on the instructions, the Vortex Rifle will not work on any port because it uses some very gimmicky Dehacked exploits :-( You can try DoomPlus if you want a limit-removing port on DOS compatible with it i know ,i've read the .txt file , it got me surprised since mbf is an enhanced but still vanilla-like sourceport , and crispy doom / pr boom+ can run it with no problems (and they are also enhanced versions of boom/mbf) i've already tried with doomplus , but it doesn't even load the new weapons. So i'll use prboom/crispy doom to play with the new weapons By the way thank you for the great work you've done with this mod :) , by the things i've learned here about aplying patches on a wad , i was able to add d4v on freedoom phase 1 and 2 (and also freedoom sprites on doom and doom2 ) 1 Quote Share this post Link to post
-TDRR- Posted November 6, 2019 Just now, Mr. Duk said: One question, since there doesn't seem to be a Read Me... what is zDoom_N.exe and how does it differ from the regular executable (what I'm currently using)? Google was unhelpful in answering this question. It appears to be the same executable compiled with a different compiler, likely for speed or better support for old hardware, and the fact that the OpenGL renderer is stripped from it supports that claim. 0 Quote Share this post Link to post
Noiser Posted November 6, 2019 (edited) 15 minutes ago, Pablo_Doom_Guy said: i've already tried with doomplus , but it doesn't even load the new weapons. Weird, It should work. Did you tried to apply them using Dehacked? You know, with the DOS program and all. On vanilla you can't simply load deh files, you have to literally hack them into the executable. The same applies to DoomPlus. Edited November 6, 2019 by Noiser 0 Quote Share this post Link to post
Pablo_Doom_Guy Posted November 6, 2019 14 minutes ago, Noiser said: Weird, It should work. Did you tried to apply them using Dehacked? You know, with the DOS program and all. On vanilla you can't simply load deh files, you have to literally hack them into the executable. The same applies to DoomPlus. d'oh i'll try to do it ,guess i'll just have to edit the dehacked.ini with the name of the executable (doom2-p.exe) and the path to doom2 right ? 0 Quote Share this post Link to post
Mr. Duk Posted November 6, 2019 45 minutes ago, -TDRR- said: It appears to be the same executable compiled with a different compiler, likely for speed or better support for old hardware, and the fact that the OpenGL renderer is stripped from it supports that claim. @-TDRR- That makes sense, thank you. 0 Quote Share this post Link to post
Noiser Posted November 6, 2019 (edited) On 11/4/2019 at 1:47 AM, Mr. Duk said: 1) In the Ultimate Doom, the replacement for E3M8 doesn't allow me to enter the 'arena' with the Spider-Mastermind. Even when the pillars descend, there's an invisible wall there. Is this how the level is supposed to be designed? I don't know this level personally so I have no idea how it plays normal, but it's very weird to have an invisible wall that doesn't let me actually enter the arena with the Spider-Mastermind. I'd prefer little pillars remain there or you're allowed to enter the interior arena area. You're right, I should have put some sort of visual cue to indicate that you can't go to that area, even after lowering the pillars. But yes, that area should not be acessible. The reason for that is to avoid BFG spamming, which can happen on a continuous run. I don't want to make the boss easy to kill, and that's why the spider teleports to far away when start moving, with pinkies and pillars protecting her. The boss only appears close to you at the beginning for a dramatic introduction. Quote 3) This is probably just me and how I loaded things (I was using zDoom 2.8.1 in this particular case), but in TNT Revilution, Map 30 has a weird bug where a lot of the torches in the open of the level are either Hell Knights attacking or the Summoner fire graphic. It's odd, because I haven't seen this in any other levels or megawads, so I assume it has something to do with the dehacked patch for Revilution? Level 30 has some unique enemies in it, so I'm guessing that's the problem. Yes, that's probably the cause, because Dehacked files can confict with each other. That's what you can do:1. Load the mapset using the "-nodeh" parameter. That will work on ports like Crispy Doom, prBoom+, Retro Doom, etc. I'm not sure about GZDoom 2. (or) use Slade to remove the Dehacked file from the mapset you want to play. So these bugs will not happen. I was not aware about TNT Revilution because I always play with nodeh, but here it is. Quote 2) This is personal preference probably, but I don't like the sound the Gorenests make before you fight them / before they spot you. It sounds like a stuck door. It's even weirder when you can hear them through walls, like in some levels in Reverie. 4) I don't mind the changed textures at all, but in Alien Vendetta it looks kinda weird (especially all red levels with green poison textures in just some very specific spots). Maybe I can make a map07 file for Alien Vendetta and correct these texture issues as well. Can you point the maps where this happens? About the Gore Nests, I can try to soft the sound, but I can't remove it or people will get attacked with lost souls by surprise. It's harder to spot Gore Nests since they can't move at all On 11/5/2019 at 1:19 AM, DarkShotX45 said: Is it intentional to have missing details on weapons? (Yellow markings on the side of the shotgun and Red markings on top of the BFG 9000) Yes, I prefer the cleaner design made by Neccronixis, just with a few extras. I will think about the BFG though. And yes, it's possible to make switch animations on Dehacked, but you need to have enough frames for that Edited November 19, 2019 by Noiser 0 Quote Share this post Link to post
Mr. Duk Posted November 6, 2019 1 hour ago, Noiser said: But yes, that area should not be acessible. Got it. Maybe you can make it so that the pillars only go down about 80% but not the entire way? Any sort of visual cue to let the player know there's a barrier/wall there. 1 hour ago, Noiser said: 1. Load the mapset using the "-nodeh" parameter. Understood. Thank you. zDoom32 also fixed the problem too. 1 hour ago, Noiser said: Can you point the maps where this happens? Some of the later maps. An easy example to check out is the beginning of Map 27, when you're in the hall with the Mancubus at the end. The little areas with the burning fire are now green but the rest is still red. 1 hour ago, Noiser said: I can try to soft the sound, but I can't remove it That might help. Is there any other sound effect you could use? It's just such a repetitive sound effect, like a door closing on a loop or something. Or is there a way that the sound would only trigger once it starts spawning Lost Souls but not before then? Maybe a Baron of Hell-esque 'announcing' roar so players know Lost Souls are coming? Thanks again @Noiser for this great mod! 0 Quote Share this post Link to post
DarkShotX45 Posted November 6, 2019 I have a question Why does it look like the pistol's light turns off when it fires? 0 Quote Share this post Link to post
Noiser Posted November 6, 2019 (edited) 20 hours ago, Pablo_Doom_Guy said: i'll try to do it ,guess i'll just have to edit the dehacked.ini with the name of the executable (doom2-p.exe) and the path to doom2 right ? Yeah, I think that will do the trick. Btw, your batch menu with DOS games looks so nice! Do you mind sharing it? I would love to know how to input letters (to change pages) or how to make windows with colors - as long as being compatible with real MS-DOS 2 hours ago, DarkShotX45 said: Why does it look like the pistol's light turns off when it fires? It's just an animation trait Edited November 7, 2019 by Noiser 1 Quote Share this post Link to post
Pablo_Doom_Guy Posted November 7, 2019 (edited) 8 hours ago, Noiser said: Yeah, I think that will do the trick. Btw, your batch menu with DOS games looks so nice! Do you mind sharing it? I would love to know how to input letters (to change pages) or how to make windows with colors - as long as being compatible with real MS-DOS Thank you , it's a never ending process as i'm always adding a new game or making the menu look nicer . I've uploaded all the files that i use for this Ms-dos menu.rar start.bat = the one that opens the menu (and actually calls menu.bat) menu.bat = the menu itself menud4v.bat = d4v menu d4v.bat = calls menud4v.bat ayuda.bat = displays a little help text if you exit to proper dos , in case you want to reload any menu again ... ayuda (spanish) means help games that runs under a 320x240 resolution will lock the scale value to harware4x , so i have to manually set the scaler back to x5 (this started to happen not so long ago , no idea why as it was working with no problems ...a little fix is to set the resolution to 1600x1000 and aspect=true for games that run on a 4:3 aspect ratio ) but they look smaller so i prefer to manually set the scaler after playing this 4:3 aspect ratio games be aware that letter input is case sensitive Edited November 7, 2019 by Pablo_Doom_Guy 1 Quote Share this post Link to post
DarkShotX45 Posted November 7, 2019 I have a little aesthetic suggestion Bring back blue torches and replace red torches with yellow-ish torches Because these are used as a guide in TnT's Map30 for the teleporter maze (In Vanilla Doom) and in Doom 2's Map32 for the pillar secrets 0 Quote Share this post Link to post
Noiser Posted November 7, 2019 (edited) So... as it seems, there is still some instances where the Baron freezes on GZDoom. I will try to fix that for the next release. 10 hours ago, DarkShotX45 said: Bring back blue torches and replace red torches with yellow-ish torches There's not enough frames for that. All torches shares the same frames. Edited November 7, 2019 by Noiser 0 Quote Share this post Link to post
Mr. Duk Posted November 7, 2019 @Noiser One other thing I noticed... in any Icon fight (including Doom 2), you've changed the skullcubes to red energy blasts. Was this purposeful? I mainly ask because this wasn't the case in older versions of the mod. 1 Quote Share this post Link to post
Noiser Posted November 8, 2019 (edited) On 11/7/2019 at 6:59 PM, Mr. Duk said: @Noiser One other thing I noticed... in any Icon fight (including Doom 2), you've changed the skullcubes to red energy blasts. Was this purposeful? I mainly ask because this wasn't the case in older versions of the mod. Yes, I sacrificed that animation for codepointers that could be used on the new weapons. The cube looked silly without the other frames, so I changed the sprite to something that could look more natural without animations. I also want to include a Revenant trail on that projectile to make it look nicer, but first I need to find an extra codepointer for that as well. Edited November 8, 2019 by Noiser 1 Quote Share this post Link to post
Noiser Posted November 8, 2019 (edited) DOWNLOAD - 2.5 REGULARDOWNLOAD - 2.5 MS-DOS (D4V-LITE is at the bottom) New update with A LOT of fixes. This time more focused on GZDoom and Zandronum. This is not the BTSX update I promised, but I still working on it. - Better compatibility with Odamex (?) @-TDRR- - Reduced the radius of the Baron of Hell, to be more fair when fighting on cramped spaces - Fixed more instances where the Baron get stuck on a loop state (GZDoom) - Fixed the shellbox sprite being replaced with shells (GZDoom) - Better brightmaps for Cyberdemon on hardware mode - the fire sword will glow as intended (GZDoom) - Cyberdemon and Spider Mastermind will glow on the death explosion as intended (GZDoom) - Fixed the sprite flickering that happens when you fire with the Super Shotgun (GZDoom) - Fixed the animation when firing the SSG without ammo to reload (GZDoom) - Fixed the BFG wrongly doing the firing animation (but not shooting) when you have 20 ammo (GZDoom) - Fixed some ammo inconcistencies with the BFG (Zandronum) - Improved the BFG sprites (pixel cleaning) - Improved the Super Shotgun sprites (pixel cleaning) DOWNLOAD - 2.5 D4V-LITE (D4V-LITE is an specific version that removes some features from the mod, intended first and foremost for level-designers. Keep in mind this version doesn't have map bypassers that are necessary to avoid soft-locking) Edited November 9, 2019 by Noiser 9 Quote Share this post Link to post
Pablo_Doom_Guy Posted November 9, 2019 2.5 MS-DOS has 2.4 folder inside 1 Quote Share this post Link to post
Noiser Posted November 9, 2019 (edited) 6 minutes ago, Pablo_Doom_Guy said: 2.5 MS-DOS has 2.4 folder inside Fixed! :-) Edited November 9, 2019 by Noiser 3 Quote Share this post Link to post
Bryan T Posted November 9, 2019 (edited) Not to sound like an ass, but isn't the appeal of this mod due to compatibility with the boom port? I applaud your efforts to smash all the bugs but are people really playing this with gzdoom? If you're choosing to use gzdoom wouldn't you just play the far superior D4T or D4D? Genuinely curious to hear from anyone playing this with gzdoom. Edited December 16, 2019 by Bryan T 0 Quote Share this post Link to post
Noiser Posted November 9, 2019 (edited) These mods have very different goals, even on GZDoom. I don't get why you should choose just one to play. For what I've seen, some people prefer the more straightforward approach that this mod can provide, closer to the classic game. Others prefer something more modern or with other type of features. It's totally fine! Let people enjoy Doom the way they want to :-) Edited November 9, 2019 by Noiser 6 Quote Share this post Link to post
Mr. Duk Posted November 9, 2019 Thank you @Noiser for the update! 0 Quote Share this post Link to post
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