Jaws In Space Posted June 2, 2017 16 minutes ago, dobu gabu maru said: Okay, so everything seems nominal, except for one odd bug—in some maps when the player/enemy hops into a tele, they teleport to the top of the sector and then fall down. Is that... a normal bug for sectors at negative heights or something? This can be easily seen by crossing Linedef 702 in MAP10, and in the northernmost room of MAP30. As long as I get confirmation about that, I think the wad is ready to be uploaded... er, again. Normal TNT IWAD bug. 1 Quote Share this post Link to post
Alfonzo Posted June 2, 2017 16 minutes ago, Jaws In Space said: Normal TNT IWAD bug. Feature.* It is the exclusive reason why TNT2 uses the TNT IWAD. The fear of exposing visplane overflows when dropping from awesome heights in outdoor environments is what separates the weak from the righteous. Just one more reason why TNT2 is the superior product. *steps away from the stirring pot* 0 Quote Share this post Link to post
FearTheReaper Posted June 2, 2017 (edited) I recall something like that in vanilla, also when I first played TNT thru Doom95 from Doom Collector's Edition and then again in community Plutonia sequels... EDIT. Yep it's that thing: https://doomwiki.org/wiki/Final_Doom_teleporters_do_not_set_Z_coordinate GOG Dos executable provides fixed anthology version although ports like Chocolate Doom will emulate that effect unless different mode is chosen thru -gameversion commandline, I think final2 is for anthology mode and final for common FDOOM behaviour. Edited June 2, 2017 by FearTheReaper 0 Quote Share this post Link to post
Gez Posted June 2, 2017 1 hour ago, Jaws In Space said: Normal TNT IWAD bug. More properly, normal Final Doom exe change compared to Doom II. https://doomwiki.org/wiki/Final_Doom_teleporters_do_not_set_Z_coordinate Chocolate Doom figures that if you run TNT.wad, you want the Final Doom behavior, but you can override that. https://www.chocolate-doom.org/wiki/index.php/Command_line_arguments#Compatibility Use -gameversion final2 and that bug will be fixed. 0 Quote Share this post Link to post
FearTheReaper Posted June 2, 2017 (edited) Since this is more or less working towards finally be done I have little background plot idea for Convilution even considering this will be made from rejected maps. In Revilution while dealing with Malignata after you went thru Portal Facility (Event Horizon-ish?) your doppelganger twin was sent to Earth. Everyone believes you come back although by unknown means to warn them and help fight off invasion while demons believe you are on their side initially. After slaughtering through couple of maps they realize their mistake. Fake Doomguy doesn't share with anyone nor Earth destroyed and enslaved proves any value to him, he want that place for himself while real dude is somewhere else so, he continues butchering hellspawn until he's done to get what he wants, power and control. But who knows? Maybe there's a way to bring real one back and send dark twin where he came from... or all hope is lost in bittersweet outcome. Edited June 2, 2017 by FearTheReaper 0 Quote Share this post Link to post
Gothic Posted June 2, 2017 6 hours ago, Alfonzo said: Just one more reason why TNT2 is the superior product. *steps away from the stirring pot* Speaking of which, when release? 0 Quote Share this post Link to post
Keyboard_Doomer Posted June 2, 2017 Seems the wad isn't entirely ready for idgames release yet so I hope I'm not too late to report this. In MAP18, jumping over line 1451 kills the player by crushing a voodoo doll. This is a problem for multiplayer because if one player decides to jump towards the red key (which is very likely to happen) it kills all of the players. In MAP30, the barrels in sector 15 seem to prevent it from rising in ZDaemon. Don't know if this can be fixed by changing the dimensions of the sectors or some other way. The spawn cubes also doesn't work as intended in ZDaemon but that's a issue that needs to be resolved with the source port itself. For TNS we might play the map with slightly modified dehacked to make the monsters spawn if you don't mind. 0 Quote Share this post Link to post
dobu gabu maru Posted June 2, 2017 ^ Thanks—I fixed the first two problems. For the spawn cubes in Zdaemon, just delete all the monster spawner things from the map, as they actually don't do anything except get telefragged by incoming monsters. Is there any way to add par times to the dehacked? I tried replacing the dehacked included inside of TNTR.wad with the old version but it doesn't seem to work properly. That's the last thing I haven't figured out. 0 Quote Share this post Link to post
Gothic Posted June 2, 2017 (edited) redacted Edited June 2, 2017 by Gothic 0 Quote Share this post Link to post
Gothic Posted June 2, 2017 Sorry for double posting, but from what I can see from other vanilla mods, you can't modify par times on chocodoom, that's a feature on extended formats only. If you can, add the dehacked from revision 3 inside the wad, and leave the external dehacked as I left it on 3.8. 0 Quote Share this post Link to post
dobu gabu maru Posted June 2, 2017 (edited) Okay I can't figure this out so I'm gonna pass it back. Here's ver.3.9 of the wad. The one thing we need to fix the old dehacked included within the file, as I can't get the intermission text nor the map names to show up in PrBoom. Par times work though. I'd rather not bang my head against this all day so someone smarter than me should probably look into it. 4 minutes ago, Gothic said: Sorry for double posting, but from what I can see from other vanilla mods, you can't modify par times on chocodoom, that's a feature on extended formats only. If you can, add the dehacked from revision 3 inside the wad, and leave the external dehacked as I left it on 3.8. Ah, okay, shame about the par times. I added the dehacked from Rev.3 (I think?), but the map names aren't showing up in PrBoom. Edited June 2, 2017 by dobu gabu maru 0 Quote Share this post Link to post
Gothic Posted June 2, 2017 ALRIGHT! THIS IS IT! This must be it, right? I sure hope so! TNT - Revilution: Final revision (hopefully) Mediafire Drive By the way, Alfonzo's name had to be removed completely from the credits due to space limitations. Sorry. 6 Quote Share this post Link to post
dobu gabu maru Posted June 2, 2017 57 minutes ago, Gothic said: By the way, Alfonzo's name had to be removed completely from the credits due to space limitations. The delay was completely worth it just for this :P I'll check over it real quick and also give anyone else a chance to look it over and point out other errors. Before I go to sleep today I'll upload it to /idgames, and then maybe then we can celebrate TNT:R's completion! 2 Quote Share this post Link to post
FearTheReaper Posted June 2, 2017 (edited) I feel huge VIOS vibes from final level, so cool. ;p Spoiler Btw I think you aren't supposed to kill all these cubes they are just to distract your aim is that how it's supposed to work? Also LOL at CAST screen, Siege Cow as Cyber-Demon? :D EDIT. Disregard what I said in Spoiler, I checked it again in Chocolate-Doom and indeed in other ports for ex. Doom Retro these spawn cubes doesn't spawn monsters over time or walked by, just rotate endlessly... but let's wait for final-final (final2 even ;->) release before reporting this to author of sourceport. ;p Edited June 2, 2017 by FearTheReaper 0 Quote Share this post Link to post
Gothic Posted June 2, 2017 That's a problem with Doom Retro, the cubes worked on Chocolate Doom, Crispy Doom, PRBoom and GZdoom. I left a note on the textfile about that, on bugs. 1 Quote Share this post Link to post
FearTheReaper Posted June 2, 2017 (edited) Okay then, time to play it in Crispy Doom with "Siege Co" in meantime due to nice althud but that help screen is epic too. ;p Edited June 2, 2017 by FearTheReaper 0 Quote Share this post Link to post
bradharding Posted June 2, 2017 (edited) 3 hours ago, FearTheReaper said: ... . Doom Retro these spawn cubes doesn't spawn monsters over time or walked by, just rotate endlessly... but let's wait for final-final (final2 even ;->) release before reporting this to author of sourceport. ;p Noted. I'll investigate what's happening. EDIT: DR is choking on the par times in the Dehacked lump for some reason, and then not processing the rest of the lump. EDIT: Commited a fix. Will be in the next release of DR. Edited June 2, 2017 by bradharding 1 Quote Share this post Link to post
xAn Posted June 2, 2017 I'm on map 22 with the latest beta. Should i stick with the beta or would i miss something on the final release? 0 Quote Share this post Link to post
Gothic Posted June 2, 2017 Nothing, unless you're playing on Doom Retro. I'll see if I can get the patch working on that port before dobu uploads the final version to idgames. 1 Quote Share this post Link to post
Psyrus Posted June 2, 2017 (edited) You can get archvile blasted out of bounds of the yellow key area in MAP25. More of a minor bug rather than something serious like a broken lump, but still something to consider. Unless that's been fixed already prior to the first TNTR.wad. Edited June 2, 2017 by Psyrus 0 Quote Share this post Link to post
Gothic Posted June 3, 2017 (edited) That can get fixed making the outside lines impassable, and moving the cacodemons and pain elemental a little closer to the inner room. Also the obituary line on the internal dehacked makes whacked crash when saving, so here is a new version, also with the "Siege Co" fixed. Note that if you edit the patch on whacked, it may delete the last 6 lines, because you can't change sprite names on boom format. DEHACKED.zip EDIT: redacted EDIT2: disregard that, we're not quite done yet Edited June 3, 2017 by Gothic 0 Quote Share this post Link to post
dobu gabu maru Posted June 3, 2017 Alright, I got just about everything that everyone mentioned (I personally found a pretty awful game-breaking bug on MAP29), but I'm probably going to sit on the update for at least 24 hours longer, just to make sure there are no other errors pop up. I would love to have some people max the maps on different difficulty settings just to make sure it's feasible (ie no monsters get stuck in monster closets), but I also want to update the wad ASAP so that it actually works in its intended source port. 1 Quote Share this post Link to post
Woolie Wool Posted June 3, 2017 I've played five maps of this so far and am having a great time on HMP. I especially liked Chris Hansen's trap in map03 where multiple monster closets open up in quick succession after you flee a cacoswarm to drive you down a hallway. Come to think of it, it's been many years since I've last seen his name on a new level. One thing I'm not liking though, is the music. It's all too upbeat and bouncy (map04's music even has a boogie groove), with not nearly enough atmosphere. 1 Quote Share this post Link to post
elderdragonbrasil Posted June 3, 2017 (edited) Finally my editor finished this video. I've uploaded this video for the Doomworld community. It is not easy for me to speak in English, but I will use Revilution walkthrough to traine mine, lol ...oh, and I've mentioned @stru in this one :) Edited June 3, 2017 by elderdragonbrasil 2 Quote Share this post Link to post
bradharding Posted June 3, 2017 10 hours ago, dobu gabu maru said: ...The one thing we need to fix the old dehacked included within the file, as I can't get the intermission text nor the map names to show up in PrBoom... The intermission text and map names aren't appearing in PrBoom+ because in the Dehacked lump/file, you're replacing the THUSTR_* and T*TEXT strings. This would only work if the TNT.WAD IWAD was used, but since we're using DOOM2.WAD, the HUSTR_* and E*TEXT strings should be used instead. 0 Quote Share this post Link to post
Gez Posted June 3, 2017 You can always replace both the TNT and the Doom II strings, just to be safe. 0 Quote Share this post Link to post
Gothic Posted June 3, 2017 The strings were fixed on revision 4, and the problem was spaces between lines. 1 Quote Share this post Link to post
FearTheReaper Posted June 3, 2017 So many troubles just for fixing it for idgames to make it run with TNT instead of Doom2, demon-spitter desperately fights for preserving his existence. ;p 0 Quote Share this post Link to post
Tristan Posted June 3, 2017 7 hours ago, Woolie Wool said: One thing I'm not liking though, is the music. It's all too upbeat and bouncy (map04's music even has a boogie groove), with not nearly enough atmosphere. That changes somewhat in the second episode, perhaps that'll be more to your liking. 0 Quote Share this post Link to post
Voros Posted June 3, 2017 21 hours ago, Gothic said: Sorry for double posting, but from what I can see from other vanilla mods, you can't modify par times on chocodoom, that's a feature on extended formats only. If you can, add the dehacked from revision 3 inside the wad, and leave the external dehacked as I left it on 3.8. # *allow-extended-strings* At the very least, PAR times for Freedoom Phase 1 (UDoom equivalent) load up in Chocolate Doom. 0 Quote Share this post Link to post
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