t.v. Posted August 28, 2023 (edited) @Auron I tried GZDoom 4.10.0 and the rocket launcher works fine for me. It seems to be a problem with the Markers "F_Start... ect" Can you try remove all the wrong markers. The only makers remaining should be: SS_Start, SS_END, PP_Start, PP_End, FF_Start and F_End [this last one should have a single 'F' Bad markers also explained the custom textures not loading in Crispy Doom. Originally the structure of the markers was made resemble an IWAD, because that's what it would eventually technically be for Unity. We are working on a fixed version for re-upload. So please keep reporting your findings. Quote I see a lot of screenshots with some of the older textures... the new wad seems to drop the wolfenstein ones, is that right? The Wolfenstein textures should not be visible in the game. If they are, the custom textures, that replace them, are not loaded properly. Edited August 28, 2023 by t.v. 2 Quote Share this post Link to post
Blacklight Posted August 28, 2023 I also played on GZDOOM 4.10 and I didn't have such Bugs. Even with most mods. 0 Quote Share this post Link to post
t.v. Posted August 28, 2023 Different question: Is it possible to disable jumping and crouching (for GZDoom) in de UMAPINFO? 0 Quote Share this post Link to post
brick Posted August 28, 2023 (edited) 1 hour ago, t.v. said: Different question: Is it possible to disable jumping and crouching (for GZDoom) in de UMAPINFO? Not in UMAPINFO, if you want to force this in GZDoom as well as get MAPINFO support in non-ZDoom ports, you'll have to include both a ZMAPINFO and a UMAPINFO lump. Edited August 28, 2023 by brick 0 Quote Share this post Link to post
Auron Posted August 28, 2023 (edited) 6 hours ago, t.v. said: Can you try remove all the wrong markers. The only makers remaining should be: SS_Start, SS_END, PP_Start, PP_End, FF_Start and F_End [this last one should have a single 'F' Thanks for the tip, removing the bad markers fixed the launch warning. Also I think I found the problem with the rocket launcher: the addon "vanilla_essence" I use to keep gzdoom visuals more close to well... vanilla doom are causing the issue. Edited August 28, 2023 by Auron 0 Quote Share this post Link to post
t.v. Posted August 28, 2023 In the Scientist Dehacked, the 'Rocket in flight' Thing uses State 794. The idle plasma rifle replacement [Bi-O Force Guns] use State 795 [74 -> 795 -> 796 -> 74 etc]. Those numbers are suspiciously close to one another. However: State 794 is not told to go to State 795, when it is done. It is told to go back to itself [794]. The original rocket does not have a 'built in rocket trail'. The rocket in Scientist does (in all ports), because I added the 'Revenant fireball Tracer Action' to it. To do this, the rocket in flight needs a State with an Action-option. Not all States have an Action-option so I used 794 from the Spawn Cube Fire. It had to continuously spawn 'Bullet Puffs' so the state is set to loop on itself. Every tic it performs the Action and then repeats. - So maybe your specific setup doesn't allow States looping on themselves? - Or maybe it somehow goes back to the original configuration only for this specific State. - The end-boss in map20 fires rockets [among other things]. Can you check if it fire also fire the plasma-rifle replacement in your setup? - Can you download sci2023 again and see if the problem is still there? So far, you are the only one experiencing this problem, so it might be a corrupted file? - If not, I can make a test-version of the Dehacked for you to test. Thanks! 2 Quote Share this post Link to post
Auron Posted August 28, 2023 29 minutes ago, t.v. said: - Can you download sci2023 again and see if the problem is still there? So far, you are the only one experiencing this problem, so it might be a corrupted file? - If not, I can make a test-version of the Dehacked for you to test. I downloaded the wad again and did the test: - Rockets works fine (so the boss fight in map20) as long as I don't load the mod "vanilla_essence.pk3" alongside the wad, it seems to be the reason behind the visual bug (I'm sorry for that) I never had any problem with this mod before, specially with vanilla wads. - If I use "vanilla_essence.pk3" it messes up with the rockets and plasma pistols projectiles (in plasma pistols the shooting sounds gets a huge delay). Thank you for the help and sorry for the mess up. <3 0 Quote Share this post Link to post
t.v. Posted August 28, 2023 No worries. I'm just glad it is cleared up :-). 1 Quote Share this post Link to post
Devalaous Posted August 28, 2023 8 hours ago, t.v. said: Different question: Is it possible to disable jumping and crouching (for GZDoom) in de UMAPINFO? Its one of the few things UMAPINFO doesnt yet support: UMAPINFO documentation. I have other types of xINFO formats in my patch templates, so I could make equivalents for GZDoom and other formats if you like, crouch/jump disabling is only in MAPINFO and ZMAPINFO I beleive 0 Quote Share this post Link to post
princetontiger Posted September 4, 2023 Wow!!! What a trip. This is a fantastic megawad, and I'm so glad it came to my attention. I did feel that a few of the maps around 10-15 were a bit of a grind, but the penultimate level and final level are incredible! 0 Quote Share this post Link to post
DerBlanca Posted September 5, 2023 Excellent mod, really enjoyed the additional textures and the occasional comics-like touches were a nice departure from the usual grim. I was looking at the extras linked in the OP - were the new monsters captured from models, D2 style? if so nice job, they really blend well with the overall visual theme. 0 Quote Share this post Link to post
Not Jabba Posted September 5, 2023 56 minutes ago, DerBlanca said: I was looking at the extras linked in the OP - were the new monsters captured from models, D2 style? if so nice job, they really blend well with the overall visual theme. TV made similar models for the characters in Harmony using clay models, which you can see some images of on this page. It looks like the new monsters for Scientist were also from real models, but not clay ones. You can see shots of them here. 2 Quote Share this post Link to post
Devalaous Posted September 5, 2023 (edited) Just realised Roland van der Velden is the guy behind Delaweare. Big 'huh' moment. Edited September 5, 2023 by Devalaous 3 Quote Share this post Link to post
Scientist Posted September 6, 2023 21 hours ago, DerBlanca said: I was looking at the extras linked in the OP - were the new monsters captured from models, D2 style? if so nice job, they really blend well with the overall visual theme. Yeah, I used the same method as id software back in 1993. I sculpted a model and took pictures of it in different poses and from multiple angles. 17 hours ago, Devalaous said: Just realised Roland van der Velden is the guy behind Delaweare. Big 'huh' moment. I'm glad somebody remembers that wad. :D 5 Quote Share this post Link to post
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