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[Limit-Removing] [Is out and ready!] WMC02: Thy Flesh Vored


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I didn't notice any issues in dsda-doom 0.19.7. A screenshot of what you're seeing would be helpful.

Edit: Never mind about that, I'm seeing the same.

Edited by Shepardus

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doom02.png.7471b5ccd5b32bbae39c259963da2ba6.png

 

Maybe I downloaded the wrong thing or the thing in Mega is wrong? I don't know. I have somebody tested with his port. It's the same.

Edited by GarrettChan

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4 minutes ago, GarrettChan said:
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doom02.png.7471b5ccd5b32bbae39c259963da2ba6.png

 

Maybe I downloaded the wrong thing or the thing in Mega is wrong? I don't know. I have somebody tested with his port. It's the same.

I really don't understand what's happening there.

 

I removed the corpses and did the linedefs fixes, testing with PrBoom+ 2.5.1.5 and seems to be going fine.

unknown.png?width=1119&height=629

 

NOTE: The previous version with the corpses also didn't have that trouble. Apart from the infinite height, textures worked fine.

Edited by Endless

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Oh well, I don't know then. Maybe there's something wrong with my IWAD, but in this case, this shouldn't happen to somebody else around me.

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Oh, I actually just found this. If you press use against the south half of the eastern wall of a pit in MAP01 (the one with blue torches on the other side), the whole floor of the area lowers and there's a lot of HOMs:

 

doom01.png.2dfe3be924c21fe5092dfe63e9a2eaef.png

 

Edit: Also, the middle segment of that pit (the part that rises up to become a bridge) doesn't damage the player, while the rest does.

Edited by Shepardus

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BTW, this is not the only one I found. I found some in that ruins with 4 Mancubi before the Blue Door as well, but I'm not going to download the WAD a 4th time to screenshot, but I'm really curious what's up with this.

 

I never had any "only me" kind of problem using DSDA-Doom.

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I tested some more (had only played the first half of the map when I wrote my previous post, spoke too soon), and I can confirm I'm seeing the same issues as @GarrettChan in both dsda-doom and Crispy Doom, including missing textures, infinite height hanging corpses, and that one finicky door beyond the blue key door.

Edited by Shepardus

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I knew I should have tested my map in PRBoom+/DSDA-Doom, lol.  I should know by now PRB+ is always gonna be finnicky about something.

(Not saying there is anything wrong with my map specifically in the port, but we shall see ;p)

Edited by VanaheimRanger

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4 minutes ago, Shepardus said:

I tested some more (had only played the first half of the map when I wrote my previous post, spoke too soon), and I can confirm I'm seeing the same issues as @GarrettChan in both dsda-doom and Crispy Doom, including missing textures, infinite height hanging corpses, and that one finicky door beyond the blue key door.

Currently updating those fixes. Should be ready soon for my maps and some other maps.

 

We still aren't exactly sure as to why DSDA-Doom has missing textures and pretty much breaks the WAD.

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Just now, Endless said:

We still aren't exactly sure as to why DSDA-Doom has missing textures and pretty much breaks the WAD.

It's because it's PRB, lol.  I love PRB+ and DSDA-Doom, but it is the most finicky port.  I remember the unexplainable signal 11 errors I kept getting when doing Atomic Island, it was such a chore to sort out.

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7 minutes ago, Endless said:

Currently updating those fixes. Should be ready soon for my maps and some other maps.

 

We still aren't exactly sure as to why DSDA-Doom has missing textures and pretty much breaks the WAD.

I think some of the lifts aren't working as expected. I just tried this in GZDoom for comparison and in that source port, the lift out of the pit I mentioned earlier is just a thin ledge, while in dsda-doom and Crispy Doom, the entire area around it lowers too, revealing a bunch of missing textures because those parts weren't supposed to be exposed in the first place. Same goes for the room with the hanging corpses - instead of just the thin metal ledge lowering, pretty much the whole room flattens out.

Edited by Shepardus

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Just now, Shepardus said:

I think some of the lifts aren't working as expected, I just tried this in GZDoom for comparison and in that source port, the lift out of the pit I mentioned earlier is just a thin ledge, while in dsda-doom and Crispy Doom, the entire area around it lowers too, revealing a bunch of missing textures because those parts weren't supposed to be exposed in the first place. Same goes for the room with the hanging corpses, instead of just the thin metal ledge lowering a whole bunch of floors lower.

My guess is that it's because Endless wasn't aware he needed to tag lifts.  Chalk that up to me being a bad teacher ^_^;  I've helped him apply some fixes to his map and a new link will be up as soon as he updates the posts.

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7 minutes ago, Shepardus said:

I think some of the lifts aren't working as expected. I just tried this in GZDoom for comparison and in that source port, the lift out of the pit I mentioned earlier is just a thin ledge, while in dsda-doom and Crispy Doom, the entire area around it lowers too, revealing a bunch of missing textures because those parts weren't supposed to be exposed in the first place. Same goes for the room with the hanging corpses - instead of just the thin metal ledge lowering, pretty much the whole room flattens out.

It seems this makes sense. I was wondering why the linedef activates so many sectors. Like the outside one lowers all the walls in the ruins, which doesn't make too much sense in the map design department.

 

BTW, sorry if my words feel rough. That's my fault and I didn't have a great time today, but hopefully everything will be fixed.

Edited by GarrettChan

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9 minutes ago, GarrettChan said:

BTW, sorry if my words feel rough. That's my fault and I didn't have a great time today, but hopefully everything will be fixed.

You're good, it happens ^_^  I've known you long enough, even if it's just here on DW.

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Not sure if that's the issue, but using GZDoom to test vanilla\limit-removing wads is generally not a good idea... at least not as your primary port of choice :-(

This project looks very cool btw, I will give it a try pretty soon!
 

1 hour ago, Remilia Scarlet said:

I believe this is your source port or complevel.  I cannot duplicate this at all in K8, Doom Retro, Doomsday, or GZDoom.

The texture issue may be related to the software renderer, which is not the case for K8 and Doomsday

Edited by Noiser

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30 minutes ago, Noiser said:

The texture issue may be related to the software renderer, which is not the case for K8 and Doomsday 

I don't think so, since this was also tested with (among other ports) Doom Retro, which does not have a hardware renderer.

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Congratulations for the release!

The link to the wad doesn't work for some reason...

Edited by Walter confetti

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6 minutes ago, Walter confetti said:

Congratulations for the release!

The link to the wad doesn't work for some reason...

Currently working on the fixes so it's down for the time being! But It'll be up soon.

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The link is dead?

 

edit: ok, i seen now why....

 

Edited by grrfield
was too quick, too fast

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It's looking rad, you guys. Take your time working out the kinks. Don't be afraid to delay the release a bit longer so you can playtest/bugfix it some more.

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2 minutes ago, Poncho1 said:

Is the cover a reference to that one poster for Cannibal Holocaust?

It's actually Saturn Devouring his Son by Goya.

Saturn_Devouring_His_Son.jpg

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We're gonna take some days to fix all bugs and bring a more stable version! If you want to keep up with the dev, or even help us with playtesting, consider join the dev channel in our server: https://discord.gg/Q2RKn4J

 

Screenshot_Doom_20210609_225132.png

 

WAD Under work and more proper PrBoom+ playtesting.  :P

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