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URBAN SIDE [ NOW ON IDGAMES ]


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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 by dasho

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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. 😀

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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

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Probably should still delete the extra empty DEHACKED lumps though: before some other port has issues too.

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As I'm playing this I found some annoying bugs on Map04:

 

etrn61.png.fc8e4cbe4173fbb1a998447a43889956.png

 

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.

 

 

etrn62.png.5a3894b55aa809fdbe09b5c063bf1fc0.png

 

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.

 

 

doom13.png.8d300168cdcba43481a07527ef5a6404.png

 

doom15.png.b5bee0ee7d0df4cab5bb789682929092.png

 

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!

doom17.png.491035ae496968dbd6a133abdf0bc1e8.png

 

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.

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  • 1 month later...
  • 1 month later...

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 by SilentSoldier
Added partial review with Hideous Destructor

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