Dragneel1967 Posted February 27 2 minutes ago, Shepardus said: In dsda-doom and Woof the level ends when all the barons die, while in GZDoom nothing happens when the enemies die. In the split WADs version the map occupies the E2M8 slot, so the level ends when the cyberdemon dies, which I guess is the intended way for the map to end. ok then i think mine might have just bugged out because nothing happened when the cyber and barons died 0 Quote Share this post Link to post
Dragneel1967 Posted February 27 50 minutes ago, Shepardus said: In dsda-doom and Woof the level ends when all the barons die, while in GZDoom nothing happens when the enemies die. In the split WADs version the map occupies the E2M8 slot, so the level ends when the cyberdemon dies, which I guess is the intended way for the map to end. same thing happened with e6m8 killed the 4 masterminds and nothing happened and i assume the level was supposed to just end 0 Quote Share this post Link to post
Devalaous Posted February 27 (edited) 14 hours ago, Dragneel1967 said: I might just be dumb but is there no exit for E5M8?? I can't seem to find one and I even killed myself to see if that triggered the next map or the story cause I believe that's what is supposed to be next. In the screenshot exit triggers would be white as that's what I have my settings set to. I'm playing on GZDoom with Default option selected for compatibility however I did cycle through all the option sto see if anything happened and nothing happened. 12 hours ago, Shepardus said: In dsda-doom and Woof the level ends when all the barons die, while in GZDoom nothing happens when the enemies die. In the split WADs version the map occupies the E2M8 slot, so the level ends when the cyberdemon dies, which I guess is the intended way for the map to end. The UMAPINFO needs to be updated with bossdeath triggers for this level to exit in this manner On 1/21/2024 at 9:16 PM, Blacklight said: I went through the whole "D-30" and was faced with the fact that I did not get the text after killing the Bosses on Episodes 5, 6 and 7. As if "finishgame" was not registered. Moreover, this applies only to the Full Edition, since there are no such problems in Individual WADs. Absurdity (Episode 7) has no text associated with it, E6 should work though, the syntax looks correct. E5's text is one line lower than other text definitions, that may disrupt it though. Generally if even one character is misplaced in UMAPINFO, DSDA/Woof/Eternity bomb right away and tell you the exact line the crashing error is on. I would say that its due to 'Endgame' being called. endgame = true: Ends the game after this level, showing the default post-game screen for the current episode. Skips the 'entering level' screen. endpic = "graphic": Ends the game after this level, showing the specified graphic as an end screen. Skips the 'entering level' screen. Doom has no Episode 5, 6, or 7, so Endgame is probably all ??? as there IS no default. Endpic should be used instead. When I used 'Endgame' for my Doom 2 QoL patches, it only worked properly on certain ports, GZDoom would just skip the castcall, so I replaced it with Endcast so theres no interpretation of what it should do. For Doom 1, you would use EndPic = "CREDIT", EndPic = "VICTORY2", EndBunny = true and EndPic = "ENDPIC" to simulate its episode enders. In this wad, both EndGame AND EndPic are being called, so there might be interference going on there, your only supposed to use one. Here is a quick fix to the UMAPINFO for the full version that adds bossdeath triggers, removes the EndGame fields, adds a 'thanks for playing' message to Episode 7 since GZDoom and others don't have the fallback 'The End' that DSDA/Woof/Eternity do when no ending text is set, and changes E8Mx to E0Mx on the automap (not in GZDoom; that port ignores Label) Hopefully it'll fix these issues EDIT: Also shrunk the M_EPI graphics to remove the empty space under them Edited February 27 by Devalaous 4 Quote Share this post Link to post
Dragneel1967 Posted February 27 (edited) 32 minutes ago, Devalaous said: The UMAPINFO needs to be updated with bossdeath triggers for this level to exit in this manner Absurdity (Episode 7) has no text associated with it, E6 should work though, the syntax looks correct. E5's text is one line lower than other text definitions, that may disrupt it though. Generally if even one character is misplaced in UMAPINFO, DSDA/Woof/Eternity bomb right away and tell you the exact line the crashing error is on. I would say that its due to 'Endgame' being called. endgame = true: Ends the game after this level, showing the default post-game screen for the current episode. Skips the 'entering level' screen. endpic = "graphic": Ends the game after this level, showing the specified graphic as an end screen. Skips the 'entering level' screen. Doom has no Episode 5, 6, or 7, so Endgame is probably all ??? as there IS no default. Endpic should be used instead. When I used 'Endgame' for my Doom 2 QoL patches, it only worked properly on certain ports, GZDoom would just skip the castcall, so I replaced it with Endcast so theres no interpretation of what it should do. For Doom 1, you would use EndPic = "CREDIT", EndPic = "VICTORY2", EndBunny = true and EndPic = "ENDPIC" to simulate its episode enders. In this wad, both EndGame AND EndPic are being called, so there might be interference going on there, your only supposed to use one. Here is a quick fix to the UMAPINFO for the full version that adds bossdeath triggers, removes the EndGame fields, adds a 'thanks for playing' message to Episode 7 since GZDoom and others don't have the fallback 'The End' that DSDA/Woof/Eternity do when no ending text is set, and changes E8Mx to E0Mx on the automap (not in GZDoom; that port ignores Label) Hopefully it'll fix these issues Edited February 27 by Dragneel1967 0 Quote Share this post Link to post
Dragneel1967 Posted February 27 (edited) 38 minutes ago, Devalaous said: The UMAPINFO needs to be updated with bossdeath triggers for this level to exit in this manner Absurdity (Episode 7) has no text associated with it, E6 should work though, the syntax looks correct. E5's text is one line lower than other text definitions, that may disrupt it though. Generally if even one character is misplaced in UMAPINFO, DSDA/Woof/Eternity bomb right away and tell you the exact line the crashing error is on. I would say that its due to 'Endgame' being called. endgame = true: Ends the game after this level, showing the default post-game screen for the current episode. Skips the 'entering level' screen. endpic = "graphic": Ends the game after this level, showing the specified graphic as an end screen. Skips the 'entering level' screen. Doom has no Episode 5, 6, or 7, so Endgame is probably all ??? as there IS no default. Endpic should be used instead. When I used 'Endgame' for my Doom 2 QoL patches, it only worked properly on certain ports, GZDoom would just skip the castcall, so I replaced it with Endcast so theres no interpretation of what it should do. For Doom 1, you would use EndPic = "CREDIT", EndPic = "VICTORY2", EndBunny = true and EndPic = "ENDPIC" to simulate its episode enders. In this wad, both EndGame AND EndPic are being called, so there might be interference going on there, your only supposed to use one. Here is a quick fix to the UMAPINFO for the full version that adds bossdeath triggers, removes the EndGame fields, adds a 'thanks for playing' message to Episode 7 since GZDoom and others don't have the fallback 'The End' that DSDA/Woof/Eternity do when no ending text is set, and changes E8Mx to E0Mx on the automap (not in GZDoom; that port ignores Label) Hopefully it'll fix these issues thank you so much for this (sorry still learning this website so not used to the quoting system just yet) Edited February 27 by Dragneel1967 0 Quote Share this post Link to post
Death Bear Posted February 27 @Devalaous @Dragneel1967 thanks for addressing, but it’s definitely something that’s been fixed on my end. I’m unfortunately still waiting on a few promised updates to get a hopefully final version out. 3 Quote Share this post Link to post
Dragneel1967 Posted February 27 2 minutes ago, Death Bear said: @Devalaous @Dragneel1967 thanks for addressing, but it’s definitely something that’s been fixed on my end. I’m unfortunately still waiting on a few promised updates to get a hopefully final version out. oh i'll for sure be keeping an eye out for updated releases 1 Quote Share this post Link to post
Koff3Katt Posted March 2 The song to E4M1 is from VectorMan (Sega Genesis), specifically the song on Day (Level) 7 and Day 14. 2 Quote Share this post Link to post
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