ByRntStarOEI Posted May 28, 2024 Hello, I've been using UMAPINFO in a couple of my recent wads and I'm noticing some inconsistencies between ports and functions. Correct me if I'm wrong, but I was under the impression that UMAPINFO was the universal standard that worked between multiple source ports? From some test I have ran, some functions don't work or perform differently on a different source port. Of course this could just be me not doing something correct... The wad that I've included has 5 maps with 1 normal exit and 1 secret exit on each. Pressing the normal exit takes you to the next level, while pressing the secret exit takes you to the last map (5). After map05 the game is suppose to end. Map03 and 04 have no intermission, which doesn't seem to work except on gzdoom. Here's what I ran into during my test: DsdaDoom, PRboom+, Woof - Reaching the end normally ends game/shows cast, but has intertext screen pop up that states "The End" (Using no intertext option doesn't work" - Using the secret exit takes one to the correct map, but doesn't end the game if used as a end game exit. It just continues on to the next level (6) GzDoom - Reaching the end normally ends game straight to the menu screen, no intertext/intermission/endcast is shown even is the option to is in the umapinfo - Using the secret exit takes one to the correct map, but doesn't end the game if used as a end game exit. It just continues on to the next level (6) In Eternity: - Reaching the end normally does not end game or go to endcast, just continues on to next level (6) - Using secret exit just takes one back to the current map that was just exited So what exactly is going on here? Improper usage? Bug? Working as intended? Any help is appreciated. Thanks UMAPITEST.zip 0 Quote Share this post Link to post
Edward850 Posted May 28, 2024 3 hours ago, ByRntStarOEI said: In Eternity: - Reaching the end normally does not end game or go to endcast, just continues on to next level (6) - Using secret exit just takes one back to the current map that was just exited This is more evident that UMAPINFO isn't being loaded at all. It was implemented post 4.02.00, so make sure you're using the latest devbuild. 2 Quote Share this post Link to post
Xaser Posted May 28, 2024 Doom's finale sequence (e.g. endcast or endpic or whatnot) requires intertext to be defined in order to work, just by nature of how the code was written way back when -- the ability to skip it and go straight to endcast/endpic is basically a new feature request (which isn't a bad idea TBH -- this thread may be a good place to leave it for now). Normally the best thing to do if there's an inconsistency is report it as a bug (the dsda-doom implementation is generally the most "correct" one, when in doubt), but the nointermission behavior is sort of a "known missing feature" in dsda's case and the missing-intertext behavior is undefined; not much to do there aside from add support for it in the future and define some blurb of intertext for now. For the secret exit, the behavior is consistent between ports (Eternity requires a devbuild, as mentioned; it works the same there), so the fix there is to... not have a secret exit. :P -- the current behavior is handy if you want to put a secret exit on a map that would normally end the game. 2 Quote Share this post Link to post
ByRntStarOEI Posted May 29, 2024 19 hours ago, Edward850 said: This is more evident that UMAPINFO isn't being loaded at all. It was implemented post 4.02.00, so make sure you're using the latest devbuild. Yeah, turns out that was the problem. I just downloaded what I figured was the main version of the github. Looks like it's working now, with it following what dsdadoom does. Thanks for the link to the latest dev build, though. 18 hours ago, Xaser said: Doom's finale sequence (e.g. endcast or endpic or whatnot) requires intertext to be defined in order to work, just by nature of how the code was written way back when -- the ability to skip it and go straight to endcast/endpic is basically a new feature request (which isn't a bad idea TBH -- this thread may be a good place to leave it for now). Normally the best thing to do if there's an inconsistency is report it as a bug (the dsda-doom implementation is generally the most "correct" one, when in doubt), but the nointermission behavior is sort of a "known missing feature" in dsda's case and the missing-intertext behavior is undefined; not much to do there aside from add support for it in the future and define some blurb of intertext for now. For the secret exit, the behavior is consistent between ports (Eternity requires a devbuild, as mentioned; it works the same there), so the fix there is to... not have a secret exit. :P -- the current behavior is handy if you want to put a secret exit on a map that would normally end the game. Understandable, figured it had to do with a limitation of the old code. These aren't really a problem for me, it's just something I noticed when testing my wad out in different ports and wanted to make sure it wasn't something I was doing wrong on my end. I was using the two exits to display different intertext messages depending on the exit at first, which is how I first encountered the problem, but ended up doing something different anyway. That makes sense with the secret exits now that I think about it, though, and can easily be worked around if needed. Thanks for the help. 1 Quote Share this post Link to post
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