Lobo Posted December 8, 2022 (edited) - Edited December 8, 2022 by Lobo 0 Quote Share this post Link to post
dasho Posted December 8, 2022 (edited) It looks like our parser is having issues because there are two zero-length lumps called DEHACKED that appear after the real DEHACKED lump in the WAD. It is trying to parse the last result as the "actual" DEHACKED lump due to it occurring last in the WAD. I'm not sure if a zero-length DEHACKED marker actually has a purpose; I'm not an expert on these things. EDIT: I've pushed a fix for EC that can handle this situation in the future, but is this actually something intentional? EDIT 2: Didn't read some of the earlier responses that already identified this, but I'll just keep this here anyway lol. Edited December 8, 2022 by dasho 1 Quote Share this post Link to post
Insaneprophet Posted December 9, 2022 I just finished this up and it was a blast. Well im still on the last fight, havnt beaten it without walking away from it yet. But i will, its not undoable and im confident that after i make it through ill figure out a better way to do it. This was an all out fun set with good design and great tricks. I may have to play through again. 😀 0 Quote Share this post Link to post
nickxcom Posted December 9, 2022 3 hours ago, dasho said: It looks like our parser is having issues because there are two zero-length lumps called DEHACKED that appear after the real DEHACKED lump in the WAD. It is trying to parse the last result as the "actual" DEHACKED lump due to it occurring last in the WAD. I'm not sure if a zero-length DEHACKED marker actually has a purpose; I'm not an expert on these things. EDIT: I've pushed a fix for EC that can handle this situation in the future, but is this actually something intentional? EDIT 2: Didn't read some of the earlier responses that already identified this, but I'll just keep this here anyway lol. As promised, this is now fixed in the in development build. @dasho and @Lobo work quick lol 1 Quote Share this post Link to post
Lobo Posted December 9, 2022 Probably should still delete the extra empty DEHACKED lumps though: before some other port has issues too. 3 Quote Share this post Link to post
s4f3s3x Posted December 10, 2022 As I'm playing this I found some annoying bugs on Map04: Software rendering breaks the rain effect as shown in the screenshot. Tested this both in Eternity and DSDA. Using OpenGL mode in the latter fixes the problem. It seems that this small armor pick-up is impossible to reach legitimately without IDCLIPping or jumping, making impossible to obtain 100% items on this level. Those two big bois don't teleport in the playing area. Another funny thing that happens with them is that if I re-enable Software rendering (while still being in the closet) they become invisible...but still able to bite me! I don't think it has to do with the "Show Alive Monsters" option, 'cause I'm right in front of them so they should be visible. I might definitely be wrong about that tho. 1 Quote Share this post Link to post
SilentSoldier Posted February 17, 2023 (edited) This looks awesome. I'm going to have to give it a try with LiTDoom and Hideous Destructor. Hideous Destructor Map 01 - Fairly straightforward. No crazy ambushes. Not difficult to clear in HD as the path to the end is very linear. Jackboots in small rooms is a nightmare, but grenades handled that Map 02 - Difficulty ramped up quite a bit. You start at street level and make your way around the large apartment complex. 160 some enemies to deal with, but I luckily came across a ZM with a grenade launcher and plenty of grenades. Airburst worked very well in taking out large groups of enemies that, at points, literally clogged the streets. A HERP was set up on top of a car but, I was able to move between cover to avoid it's FOV. After grabbing it, the level became easier as I was able to set it up with the plentiful ZM mags laying around and it did work in thinning out the horde on street level. Much more difficult than the previous level, but still doable. Map 03 - Oh boy. I haven't finished this map yet. Narrow alleyways to navigate with Caco's that pop up out of nowhere. Good, intense fights and ammo is in plentiful supply. I luckily found a second HERP that I used to great effect. I am stuck at the blue key as once I grab it, a ton of enemies along with at least two Hell Knights and an Arach on a rooftop come out all at once. I'll have to probably utilize strategic HERP placement to help. The Arach on the roof is the biggest threat as he has a bullseye on me and the only cover I have is the wall I'm able to dash behind. There is a rocket launcher that helped in clearing out the large groups of zombies and imps on the ground level, but I'm stuck here for now. I think it can be done. More to follow... Edited February 18, 2023 by SilentSoldier Added partial review with Hideous Destructor 1 Quote Share this post Link to post
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