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[NEW UPDATE - v1.6] 2048 Units of /vr/ - Boom Megawad for Doom II


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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.

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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 by P41R47

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33 minutes ago, WashingMachineEnthusiasts said:

I'm against integrating it for the compatibility reasons mentioned earlier.

Hence I hope those can be overcome.

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@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.

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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

 

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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.

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

 

 

 

Screenshot_Doom_20201015_202714.png

Screenshot_Doom_20201015_202604.png

Edited by Caleb13

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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

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

 

 

Screenshot_Doom_20201017_124306.png

Edited by Caleb13

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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.

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  • 3 weeks later...

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!

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  • 1 month later...

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 by P41R47

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  • 3 months later...

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.

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I'm at map 10 and it's a blast. Amazing the action and detail that gets crammed into the limitations .

Edited by Korozive

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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.

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  • 2 weeks later...

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.

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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 by Repugnus

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  • 2 weeks later...

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