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GZDoom compat issues


candyman64

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Just went on to test my maps in GZDoom with the idea to try and record demos and put them in the wad and found out that the first map (havent test ed the rest yet) isn't exactly compatible with it??? Some of the monsters just do not appear as if they was never placed on the map, teleport don't work multiple times eeven tho it's "Repeatable action" .. on Zandro it plays perfectly fine and that's what I'm always using to play doom wads and test the maps. The maps waere made in doom2/Hexen format in DB2 any ideas on what happened or is it impossible to fix and newest GZDoom has tons of stuff changed over so tht it makes non-vanilla maps buolt in DB2 incompatible somehow?

PS: its not exactly compatible with older GZDoom either..it has the EXACT same issues as with the newest GZDoom

The "older" versio that I have is v1.4.0 which is a custom VS2012 build of some old GZDoom source code which I don't rememeber where I got it.....it all just makes it more confusing because Zandro that I have is not that old what's the issue here? Hopefully someone can shed the light on it thanks

Edited by candyman64

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For that many issues, you need to provide the map so people can look at it themselves to figure out what's wrong.

 

Also, you shouldn't record demos in GZDoom, the changes the source port makes to the engine causes problems with demo recording.

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Yeah I read it some where that it's not a  good idea to record in GZDoom for: 1. no vanilla compatilbility 2. version changes

 

but its' not really an issue for me since I plan to provide the custom version of GZDoom with the wad when I'll put it out (if it'll ever happen) so the demos recorded with it should play just fine I just really like the idea of playable demos in the intro menu/screen as it was with the classic doom games

 

Ill upload the first map so that yall  can take a look and maybe see what is wrong with it

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there won't be any major changes within GZDoom itself other than maybe some cosmetic stuff like I dont really like the screen tint in the menus that GZDoom has..things like that the wad itself will be definitely playable on other GZDoom/Zandro builds (although so Far GZDoom doesn't work well with the wad it seems)

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6 hours ago, candyman64 said:

but its' not really an issue for me since I plan to provide the custom version of GZDoom with the wad when I'll put it out (if it'll ever happen) so the demos recorded with it should play just fine I just really like the idea of playable demos in the intro menu/screen as it was with the classic doom games

The bolded is generally a bad idea to share maps with if they rely on a custom GZDoom build. Especially one that doesn't actually add any features but is modified enough to circumvent general issues.

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6 hours ago, Redneckerz said:

The bolded is generally a bad idea to share maps with if they rely on a custom GZDoom build. Especially one that doesn't actually add any features but is modified enough to circumvent general issues.

But it is not modified like I said except for the menu part and MAYBE something else but it's only appearance related stuff.Nothing game play changing the main idea is to make it possible to have those few demos that will play back in the menu since GZDoom version changes I heard can make it impossible to play demos recorded on older/newer versions I thought it might be better to just provide the one GZDoom version which was used to record the demos along wit the WAD ..but apart from that obviously the wad will be playable on anythin (G)ZDoom based except the demos might not play correctly

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I mean just as well i could be re distributing the unmodified version or notifying the player that it's best if they have that version which was used to record the demos for full demo-playback compatibility which is the main goal

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1 hour ago, candyman64 said:

But it is not modified like I said except for the menu part and MAYBE something else but it's only appearance related stuff.

So it is modified. Why are you saying it isn't, and then list things that effectively modify the executable?

1 hour ago, candyman64 said:

Nothing game play changing the main idea is to make it possible to have those few demos that will play back in the menu since GZDoom version changes I heard can make it impossible to play demos recorded on older/newer versions I thought it might be better to just provide the one GZDoom version which was used to record the demos along wit the WAD ..but apart from that obviously the wad will be playable on anythin (G)ZDoom based except the demos might not play correctly

Then just say it needs the latest version. GZDoom is literally one of the worst options when it comes to demo compatibility.

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The problem is the latest version NOW will be obsolete in a few years than it's not really an option but here you basically won't need anything you get the WAD AND the source port to play it on or if you want you can use  your own source port but then the demos wont play or play incorrectly which isnt that big of an issue but I really like the demos playing back in the menu as  I said before

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37 minutes ago, candyman64 said:

The problem is the latest version NOW will be obsolete in a few years than it's not really an option but here you basically won't need anything you get the WAD AND the source port to play it on or if you want you can use  your own source port but then the demos wont play or play incorrectly which isnt that big of an issue but I really like the demos playing back in the menu as  I said before

That's literally not how it works. Just target GZDoom. Unless you use specific GZDoom tools like ZScript, then there is a default version that is the minimum.

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39 minutes ago, candyman64 said:

The problem is the latest version NOW will be obsolete in a few years than it's not really an option but here you basically won't need anything you get the WAD AND the source port to play it on or if you want you can use  your own source port but then the demos wont play or play incorrectly which isnt that big of an issue but I really like the demos playing back in the menu as  I said before

GZDoom mods are typically pretty forwards compatible unless you're doing some astoundingly weird shit. This isn't like eDuke32 where every mod targets a specific automated nightly build.

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You can modify the aesthetics of the menu without touching the engine code. If you need a specific version of gzdoom, which you probably will, you need to write the version at the top of your zscript

Version "4.1"

For example. The program is designed for crazy malleability and backwards compatibility, you just need to tell it what you want it to do. Writing the version you want it to act as is a step so basic everyone forgets to point it out but it's really important.

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1 hour ago, Nihlith said:

You can modify the aesthetics of the menu without touching the engine code. If you need a specific version of gzdoom, which you probably will, you need to write the version at the top of your zscript

Version "4.1"

For example. The program is designed for crazy malleability and backwards compatibility, you just need to tell it what you want it to do. Writing the version you want it to act as is a step so basic everyone forgets to point it out but it's really important.

Thanks what exactly does it do? It tells GZDoom to act as v4.1 or it just won't run on any version other than 4.1 with a message notifying the player?

Also I don't use zscript in the wad..is there any way to do it without zscript? I don't know zscript whatsoever..

 

As for modifying the menu the only thing I need is get rid of the yellowish menu tint background thatt (g)zdoom adds and zandro has it too is it possible to do it without tampering with the src?

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The easiest way to change the tint, if messing with your video settings doesn't work, would be to find the menu pictures and change them in an image manipulation program. If you name the the altered pictures the same as the pictures you want to replace they will be loaded instead of the originals.

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49 minutes ago, candyman64 said:

As for modifying the menu the only thing I need is get rid of the yellowish menu tint background thatt (g)zdoom adds and zandro has it too is it possible to do it without tampering with the src?

 

Menu background tint can be changed/removed in Gameinfo definition in MAPINFO lump, changing DimColor and DimAmount.

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Requiring a custom executable is a non-starter for most people. You might not think it is a big deal, but 99.9999% of your target audience will simply not bother with your custom wad if they also need a custom executable. This is especially true if it is for demo compatibility, which is probably the least important feature of any wad, especially one that targets GZDoom. As others have pointed out, GZDoom is literally the worst option if demo compatibility is important. The source port literally doesn't support demos in any meaningful way. As far as I know, it will not even play them when idling in the menu. Demos are simply not a priority for that project, like it or not.

 

In general, if your wad requires a change to a source port, you are much better off submitting a pull request to the source port's project. Then, once the patch is accepted, tested, and released, require that specific version for your wad. Personally, I am much more likely to update a source port through the official channel if required, than to install some sketchy third-party executable from a source I have zero familiarity with.

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Yeah makes sense but since the jaeden's info on gameinfo  & dimamount now made it clear its possible to get rid of the menu's background tint (WITHOUT messing with the source code) all I need is demo compatibility which I just need the end user to have a specific version that was used to record the demos. Its not mandatory by any means but Im obsessed with the menu demo playback thats it its's not important for the gameplay at all

Edited by candyman64

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