lunchlunch Posted October 10, 2020 (edited) . Edited October 18, 2022 by lunchlunch 0 Quote Share this post Link to post
hackfraud Posted October 10, 2020 It seems a people are discussing incorporating the dehacked weapons mod into the idgames release. I don't want to discourage it if that's what people would prefer, but there will be some significant consequences if this is done. The dehacked mod was made for prboom+ specifically, so it has some issues with pretty much all other ports. The plasmagun doesn't animate or leave projectile trails in gzdoom. And in Woof the chaingun can go into negative ammo. These things might really alienate people who use these ports, which might even be more popular than prboom at this point. I don't really have a preference, but maybe we should have a vote or something after clarifying these points to the general. I think the project lead should also have final say on the matter, and so far I'm not sure he's aware of the discussion. @ChopBlock223 I also heard that chopblock is in talk with the author of black crest, fixing my mistakes. Apparently the chaingun issue has been fixed? I'd like to hear more about this. If it's possible to fix the incompatibilities above by someone with more dehacked know how than me, I would be for adding the guns in another edit. I thought the negative ammo glich was only present when run with complevel 9, since as far as I can tell Mbf allows you to use the check reload action for any ammo type. testing this with woof it seems not to be the case. 2 Quote Share this post Link to post
ChopBlock223 Posted October 10, 2020 I'll have to ask him that too. 1 Quote Share this post Link to post
WashingMachineEnthusiasts Posted October 12, 2020 I'm against integrating it for the compatibility reasons mentioned earlier. 0 Quote Share this post Link to post
P41R47 Posted October 12, 2020 (edited) Yeah, thinking about this, too. I remember what Fabian, the developer of the modern winMBF port called Woof!, said: "its time to understand that PrBoom+ complevel11 its not the same as MBF compatible". Its better left the weapons mods as optional separate companions of the main mapset. This way, Boom compartibility is properly supportes on every port, with optional Zdoom base or dehacked enhancement. Edited October 12, 2020 by P41R47 0 Quote Share this post Link to post
ChopBlock223 Posted October 12, 2020 33 minutes ago, WashingMachineEnthusiasts said: I'm against integrating it for the compatibility reasons mentioned earlier. Hence I hope those can be overcome. 0 Quote Share this post Link to post
Brxyz Posted October 12, 2020 https://www.dropbox.com/s/vqp0bkvvlpxl5qj/2048Guns DeHackEd Edition v7.wad?dl=0 I have finished the fixed version, the Plasma Gun firing animation is now more similar to the Decorate version and works in GZDoom, the Plasma ball smoke also should appear in GZDoom now. The Machine Gun behaves more closely to the Chaingun to avoid the issue with the ammo count going below 0. 1 Quote Share this post Link to post
hackfraud Posted October 12, 2020 @BrxyzExcellent work. I spent a lot of time trying to figure out how to do what you did with the plasmagun, among other things. I'm a bit sad to see the special behavior of the chain gun go, but it's certainly for the better. Taking a look at the dehacked here as been enlightening too... I don't think there's anything preventing the inclusion of the dehacked weapons now. Thank you for continued contributions to the project, with the maps and now this. 2 Quote Share this post Link to post
hackfraud Posted October 14, 2020 https://mega.nz/file/ru4gQILZ#3NoM2aGCNFbDImTWfE7-MaVUgzQw9Ny0DN8RCFJoODc After being prompted by some of the changes made in the last update of the dehacked guns, I'm releasing another with many improvements. I remade the whole dehacked file so most weapons now have considerably more frames. I also found a way to add the new sound effects to the super shotgun. I didn't expect to still be making updates to this by now, but I guess the circumstances have really changed, and I have learned a lot. I'm still not confident this will be the last update. Hopefully we can decide soon if we'll be merging the new guns with the official release. I'm also unsure what the best way to upload files here is. 2048Guns DeHackEd Edition v665.zip 3 Quote Share this post Link to post
Repugnus Posted October 15, 2020 A few more bugfixes are needed, soon we'll be on v1.4. Sorry for the delay on the idgames upload-- not really sure how I want to go about packing in all the guns/brightmaps. 2 Quote Share this post Link to post
Caleb13 Posted October 16, 2020 (edited) Ah, very nice, it's always refreshing to play short and quick maps like these. I played the 1.3 version base WAD on UV in GZdoom 4.4.2, I will check out the extras WAD later. As recommended, I played with pistol starts, but I noticed some bugs and gameplay problems: MAP11: 10 imps never teleported into playable areas, see the screenshots below. Apart from that, this map was a sudden peak in difficulty, mainly because there is almost no health during the first half. And then there is the nasty blue key room, with little space to maneuver. MAP12: for some reason, monsters take very long to teleport from the final monster closet (sector 333). MAP15: wrong texture on linedef 178. MAP19: green pillars around the exit have some wrong textures. MAP20: ammo is very tight, I actually run out after the imp/arachnotron area. It then suddenly becomes plentiful when player finds the plasmagun. Maybe you could redistribute it? MAP21: why there are two blue and yellow keycards? MAP22: if the player doesn't find secrets (like I didn't), ammo is very tight until the red key. It's fine after that, redistributing it a bit would help. MAP26: teleport linedefs around sector 260 are facing the wrong way. And... two archvile traps with no available cover and no BFG? Seriously? MAP28: it's possible to jump from the green-lit door onto the round cyberdemon platform and then fall into its pit. Skull switches on the square pillar in the archvile trap room are not centered. MAP32: backpack and radsuit are stuck on the conveyor belt, probably because they have bigger height than other items. The new HUD numerals are not very good, because 8 is similar to 0. It would help if you deleted the center bar from 0. And GZdoom complains about quite a lot of geometry errors: Spoiler ---------------------------------------- MAP02 - You're A Drunk Loser, And Not The Cool Kind Line 166 has no first side. ---------------------------------------- MAP08 - Belial's Bachelor Pad Line 501 has no first side. Line 634 has no first side. Line 640 has no first side. ---------------------------------------- MAP09 - Precipice HQ Line 1 has no first side. Line 3 has no first side. Line 160 has no first side. Line 288 has no first side. Line 3's right edge is unconnected Line 160's right edge is unconnected Line 288's right edge is unconnected ---------------------------------------- MAP13 - Barge In Line 1151 has no first side. Line 1152 has no first side. Line 1186 has no first side. Line 1756 has no first side. Line 1757 has no first side. Line 1151's right edge is unconnected Line 1152's right edge is unconnected Line 1186's right edge is unconnected Line 1756's right edge is unconnected Line 1757's right edge is unconnected ---------------------------------------- MAP16 - Ghoul Grotto Line 0 has no first side. Line 1 has no first side. Line 2 has no first side. Line 3 has no first side. Line 4 has no first side. Line 5 has no first side. Line 6 has no first side. Line 7 has no first side. Line 0's right edge is unconnected Line 2's right edge is unconnected Line 4's right edge is unconnected Line 6's right edge is unconnected ---------------------------------------- MAP19 - Trifecta Line 3 has no first side. Line 4 has no first side. Line 6 has no first side. Line 7 has no first side. Line 8 has no first side. Line 2381 has no first side. Line 4's right edge is unconnected ---------------------------------------- MAP20 - Baal's Coliseum Line 3 has no first side. Line 607 has no first side. Line 954 has no first side. Line 1130 has no first side. Line 3's right edge is unconnected Line 1130's right edge is unconnected ---------------------------------------- MAP21 - Tiny Fragment Unknown bottom texture '--' on first side of linedef 867 Unknown bottom texture '--' on second side of linedef 987 Unknown bottom texture '--' on second side of linedef 998 ---------------------------------------- MAP29 - Black Crest Line 3464 has no first side. Line 5639 has no first side. Line 3464's right edge is unconnected Line 5639's right edge is unconnected ---------------------------------------- Edited October 16, 2020 by Caleb13 2 Quote Share this post Link to post
ChopBlock223 Posted October 17, 2020 I'm addressing all those issues. I'll ask the authors what they think about rebalancing on a few of these maps. 2 Quote Share this post Link to post
Repugnus Posted October 17, 2020 Thanks for the bug reports @Caleb13. 0 Quote Share this post Link to post
Caleb13 Posted October 17, 2020 (edited) Okay, here are some issues I noticed in the extra WAD: MAP02: chaingunner 177 is deaf and thus never teleported into playable areas. MAP04: big HOM at linedef 20 after the floor rises, you need to look from the yellow door. I think linedefs 850 and 854 should be impassable. There are dozens of odd and/or misaligned textures all around the map, unpegged doortracks etc., the map needs major polishing. MAP05: a giant HOM is visible if you revisit SSG shaft (sector 208) after you finish the map (clear the exit room), see the screenshot below. Monster closets starting with sector 320 are poorly designed, some monsters don't teleport and become stuck in sector 317. And... wasn't this made by Ribbiks, by any chance? I mean, judging by the clear archvile fetish the author has... MAP06: some teleporters are W1 not WR, although I'm not sure if anyone would play this in multiplayer. And some geometry errors: Spoiler ---------------------------------------- MAP04 - Roundabout Line 0 has no first side. Line 1 has no first side. Line 2 has no first side. Line 3 has no first side. Line 123 has no first side. Line 124 has no first side. Line 125 has no first side. Line 126 has no first side. Line 277 has no first side. Line 278 has no first side. Line 279 has no first side. Line 286 has no first side. Line 0's right edge is unconnected Line 1's right edge is unconnected Line 2's right edge is unconnected Line 3's right edge is unconnected Line 124's right edge is unconnected Line 125's right edge is unconnected Line 126's right edge is unconnected Line 277's right edge is unconnected Line 278's right edge is unconnected Line 279's right edge is unconnected Line 286's right edge is unconnected ---------------------------------------- MAP06 - Missy Elliot Rodgers Line 0 has no first side. Line 1 has no first side. Line 2 has no first side. Line 2's right edge is unconnected ---------------------------------------- Edited October 17, 2020 by Caleb13 0 Quote Share this post Link to post
ChopBlock223 Posted October 17, 2020 I'll take a look at those as well, I've already addressed most of the others. 0 Quote Share this post Link to post
Smite of Disrespect Posted October 17, 2020 If the main megawad contains the dehacked guns, can you load the Zandronum or GZDoom guns afterwards to have them replace the dehacked guns? 0 Quote Share this post Link to post
ChopBlock223 Posted October 18, 2020 That should be most things addressed. I couldn't get hold of the authors of some maps, so I didn't wanna go and alter their gameplay or design or anything, doesn't feel like it's my place to do that. 3 Quote Share this post Link to post
Repugnus Posted November 2, 2020 2048 Units of /vr/ v1.4 is now on idgames! Once again, be sure to check the OP for a list of updates and happy speedrunning! 6 Quote Share this post Link to post
Valboom Posted November 2, 2020 Congratulations for the final realese! 1 Quote Share this post Link to post
P41R47 Posted November 2, 2020 Congratulation on the final release, guys! This is really awesome stuff! 4 Quote Share this post Link to post
ChopBlock223 Posted November 3, 2020 Fantastic, can't wait to see some groovy speedruns! 1 Quote Share this post Link to post
P41R47 Posted January 2, 2021 (edited) hey, guys! I found a bug that renders map24 uncompletable on ITYTD and HNTR. Both the yellow key and the red skull are taged to appear only on HMP and UV/N. I know its a pretty easy fix, but some players out there may don't know how to fix it themselves. Edited January 2, 2021 by P41R47 3 Quote Share this post Link to post
ChopBlock223 Posted January 2, 2021 Guess it's one more round of bugfixes. Found some more things to address. 1 Quote Share this post Link to post
Repugnus Posted April 17, 2021 Hey everyone, version 1.5 is now up on idgames, updated links in the OP! Here's what's new: -Redid the pillar/pit in Map05, redid that entire section of hallway even, let's hope that will be no more trouble. -Map24 didn't have its keys tagged for easy skills, fixed that. -Map13 was missing some linedef actions for crushers. -Map18 had an incorrect linedef action probably done accidentally by me last time. -Map18's music credits were also incorrect. -Fixed typographical error in Map11 textcrawl. -Fixed an error letting you get credits for one more secret than Map 31 actually has. 2 Quote Share this post Link to post
Korozive Posted April 18, 2021 (edited) I'm at map 10 and it's a blast. Amazing the action and detail that gets crammed into the limitations . Edited April 18, 2021 by Korozive 3 Quote Share this post Link to post
ChopBlock223 Posted April 18, 2021 Thank God, that should be the last patchwork. In retrospect I would have sacrificed whatever was necessary from the guns to retain complevel 9 instead of complevel 11, as the latter has less fun infighting, but live and learn. In the future, newer developments of Boom and MBF format may make this a moot point. 4 Quote Share this post Link to post
Repugnus Posted April 26, 2021 Apparently it's possible to softlock MAP29: Black Crest due to a teleport issue. I'm working on a fix for that and will get it out shortly. 1 Quote Share this post Link to post
Repugnus Posted April 26, 2021 (edited) Alright, the download links in the OP have switched to temporary dropbox links until this update hits idgames. Here's what's new: -Fixed a couple HOMs in Map18. -Fixed an issue in Map04 where an Imp and a Revenant were stuck inside of each other on HMP. -Fixed an issue in Map29 where the yellow key would sometimes not teleport in. -Lowered the outer ceiling height in Map29 to prevent the Cacodemons from flying too high. Shoutout to Dwars for pointing out the MAP29 bugs in his latest playthrough video. Edited April 26, 2021 by Repugnus 3 Quote Share this post Link to post
Repugnus Posted May 6, 2021 1.6 is now up on idgames. Links in the OP have once again been updated. 3 Quote Share this post Link to post
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