Grain of Salt Posted November 22, 2022 Just have a mapinfo that puts you on a dead end map. Done. 0 Quote Share this post Link to post
Graf Zahl Posted November 22, 2022 1 hour ago, Ravendesk said: True in case of settings, but let me show you a zscript from Thirty Monsters Challenge wad just to demonstrate my point: Hide contents // Patch script (v2) for 30mc MAP60 class CustomLevelProcessor : LevelPostProcessor { protected void Apply(Name checksum, String mapname) { // Check mapchecksum for '30mc beta 04.wad' MAP60 by antares031 if(checksum == '426EAB47480B6F402E59515DD7395B2D') { CVar enable_patch = CVar.FindCVar('patch_30mc_map60'); if (!enable_patch) return; if (enable_patch.GetBool() == false) return; // Uncomment only for testing //SetThingXY(98, 4192.0, -8768.0); //Test 1st track //SetThingXY(98, 6912.0, -8832.0); //Test 2nd track //SetThingXY(98, 9088.0, -8672.0); //Test 3rd track // Starting arena // Add custom sector actions that slow down projectiles. AddThing(12310, (-6240.0, -1440.0, 0.0), 0, SKILLS_ALL, MODES_ALL); //Sector 35 AddThing(12310, (-6240.0, 512.0, 0.0), 0, SKILLS_ALL, MODES_ALL); //Sector 37 AddThing(12310, (-4960.0, -1440.0, 0.0), 0, SKILLS_ALL, MODES_ALL); //Sector 30 AddThing(12310, (-4960.0, 512.0, 0.0), 0, SKILLS_ALL, MODES_ALL); //Sector 33 //Adjust scrolling direction of tag 203 SetVertex(768, -4928.0, -3648.0); //Adjust scrolling direction of tag 103 SetVertex(781, -4928.0, -4864.0); //Disable these line specials, so rockets don't get stuck in a loop. SetLineSpecial(1035, 0); SetLineSpecial(1038, 0); // 1st Track // Move vertex to decrease linedef 13694 to a length of 1152. SetVertex(12073, 3584.0, -10368.0); // Scroll instead of Wind, as fast wind doesn't quite work the same in GZDoom. SetLineSpecial(13694, Scroll_Floor, 31, 4, 1); // Reduce wind speed on the ramp. SetLineSpecial(14789, Sector_SetWind, 33, 512, 64); // Make the ramp lower by removing steps from the end. //OffsetSectorPlane(302, Sector.floor, -112); //OffsetSectorPlane(303, Sector.floor, -136); OffsetSectorPlane(304, Sector.floor, -160); OffsetSectorPlane(305, Sector.floor, -184); OffsetSectorPlane(301, Sector.floor, -200); // 2nd Track // Move vertex to decrease linedef 15000 to a length of 1088. SetVertex(13282, 5824.0, -10304.0); SetLineSpecial(15000, Scroll_Floor, 34, 4, 1); // 3rd Track // Move vertex to increase linedef 17296 to a length of 1344. SetVertex(15318, 8448.0, -10560.0); SetLineSpecial(17296, Scroll_Floor, 48, 4, 1); // Replace decorations with +NOGRAVITY variants, so that they // don't get moved by the floors that were changed to scrollers. for(int i = 0; i < GetThingCount(); i++) { int ednum = GetThingEdNum(i); switch(ednum) { case 34: SetThingEdNum(i, 12301); break; //Candlestick case 44: SetThingEdNum(i, 12302); break; //BlueTorch case 55: SetThingEdNum(i, 12303); break; //ShortBlueTorch case 57: SetThingEdNum(i, 12304); break; //ShortRedTorch case 2028: SetThingEdNum(i, 12305); break; //Column } } Console.Printf("Patch loaded for 30mc MAP60."); } } } class SecActHalfVelocity : SectorAction { override bool TriggerAction (Actor triggerer, int activationType) { if (activationType & SECSPAC_Enter) { triggerer.A_ScaleVelocity(0.5); } return false; } } That's what was needed to do just to make a certain mbf21 map to work properly in GZ :) Ok, where are the bug reports that could have ensured that the maps works without such hackery? If you people ciontinue to heap workaround after workaround onto a map without getting the engine fixed, it is no surprise that such monstrosities are conceived. 0 Quote Share this post Link to post
Kappes Buur Posted November 23, 2022 (edited) I've been using ZDoom and then GZDoom as my primary DOOM engine since their inception, relegating DOOM/BOOM maps to subcategories. I just prefer the hardware renderer and well crafted maps. That is not to say that all GZDoom specific maps are worth playing. So, other than the scientific aspect, I wonder why someone would want to make a map GZDoom incompatible. Even if it were possible, the scheme would be easily defeated with some deletions using Slade3. Edited November 23, 2022 by Kappes Buur 2 Quote Share this post Link to post
ChopBlock223 Posted November 23, 2022 16 hours ago, ViolentBeetle said: On the subject of map-breaking compatibility issues you didn't see it coming, here's one. Put a decoration on a scroller with low ceiling (16 units tall sector) and make it open critical door. In Boom all decorations are 16 units tall, but in GZDoom they are as tall as their sprites suggests. It's hardly ever relevant, except here. Probably fixed by fiddling with compatibility, but good luck figuring it out. Would be very easy to fix with a simple Decorate patch. 0 Quote Share this post Link to post
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