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Editor showing 6 secrets, but 11 secrets shown in-game (Doom 2)


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Hey there guys! 

 

So, I'm working on a Doom 2 map that has 6 secrets (look at the first screenshot), however, when I play the map (I'm using GZdoom right now, haven't tried with another port so far), the game shows 11 secrets (2nd screenshot), so there's 5 "ghost" secrets which I have no idea where they come from. I tried removing all the secrets with the editor to see what would happen and then the in-game counter still shows these 5 "ghost" secrets.

 

Any idea about how this could've happened and how to fix it? As a potentially useful note, I started making this map with Doombuilder 2 but at some point I switched to Doombuilder X, I don't know if that could have had something to do with it.

 

Thanks in advance for your help!

editor.jpg

ingame.jpg

Edited by Fernito

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What format it is? Boom, I think, has generalized sector effects that can be secret+something else.

In game, floor changing texture/type might turn it into a secret.

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8 minutes ago, ViolentBeetle said:

What format it is? Boom, I think, has generalized sector effects that can be secret+something else.

In game, floor changing texture/type might turn it into a secret.

 

Thanks for your reply! The format is plain Doom 2, so I don't think it could be some of the things you mentioned :/ 

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One possible explanation: if you use line specials that make tagged sectors inherit the properties of other sectors, the secret property might be getting copied from one of those other sectors.

 

These line specials are typically used to make solid floors that drop into hazardous liquid, therefore the damage property gets copied from the surrounding liquid and the player gets hurt when standing on it. However, secret properties can be copied in the same way, so be sure you don't have a function like that in any of your secrets.

 

[edit: which is also what ViolentBeetle meant by "floor changing texture/type," but that's what I get for starting a reply to a new thread and coming back to it 2 hours later without checking for new replies. It's a default plain Doom 2 action though, so it's indeed possible in that format.]

 

Apart from that, try it in a different port like Boom or Eternity and see if the result remains the same. That would at least clarify if it's a map issue or a port issue.

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Are these extra secrets already there right at the start of the map, before you could have triggered any special effect?

 

There are also non-sector ways to add secrets in ZDoom -- custom things can be coded to be secret by default, for example.

Edited by Gez

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Thanks for your answer guys, I appreciate it.

 

33 minutes ago, Lüt said:

One possible explanation: if you use line specials that make tagged sectors inherit the properties of other sectors, the secret property might be getting copied from one of those other sectors.

 

These line specials are typically used to make solid floors that drop into hazardous liquid, therefore the damage property gets copied from the surrounding liquid and the player gets hurt when standing on it. However, secret properties can be copied in the same way, so be sure you don't have a function like that in any of your secrets.

 

[edit: which is also what ViolentBeetle meant by "floor changing texture/type," but that's what I get for starting a reply to a new thread and coming back to it 2 hours later without checking for new replies. It's a default plain Doom 2 action though, so it's indeed possible in that format.]

 

Apart from that, try it in a different port like Boom or Eternity and see if the result remains the same. That would at least clarify if it's a map issue or a port issue.

 

I get what you mean, but if that were the case and the sector properties of the secrets were being copied via floor changing line specials, wouldn't the additional secrets disappear if I remove the original ones? As I mentioned earlier, if I remove all 6 secret sector effects, 5 secrets are still being counted right after starting the map, even before triggering anything in the map.

 

BTW, I tried with Zandronum and the bug it's still happening (I tried with PRBoom, but the map won't work as I'm using the ZDBSP nodebuilder).

 

8 minutes ago, Gez said:

Are these extra secrets already there right at the start of the map, before you could have triggered any special effect?

 

There are also non-sector ways to add secrets in ZDoom -- custom things can be coded to be secret by default, for example.

 

Yes, they are there right at the start :( 

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The most likely explanation is that you have some sectors that have the Boom secret flag (sector type +128). You could use GZDoom to find them (use map cheats and check if any sectors are drawn in pink lines -- check your automap settings in case none appear, make sure they have a blatant color and that they're drawn even when not discovered).

 

You could also try deleting all things just to make sure it's not a secret thing.

 

Finally, you can also try using DMMPST to see what it reports as secrets.

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Even if you are working in Doom: Doom 2 format in the editor, if you're running it in GZDoom, the port might still pick up on secret tags from other formats. 

 

So my suspicion is you might have accidentally entered a number in the wrong field. For example "128" is Boom's basic generalized secret special, but also a standard height, so maybe you slipped and autopiloted it into the wrong field (done that before lol). Or maybe you inputted an intended tag into the special field. Could be many things. 

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You guys are THE BEST! <3 It was exactly that, I had accidentally entered sector tags as sector effects. I removed them and the "ghost" secrets are finally gone. THANKS A LOT!

secrets.jpg

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