Mechadon Posted December 31, 2019 (edited) 6 hours ago, Beginner said: My only guess is that he for some reason used repeatable "open wait close (fast)" door line long after it was opened with a "open stay" one-use switch. Ok, I took a quick look at it and this seems like that is the only way its possible to get stuck. The door stays open after you exit the area, so unless a player is purposefully pressing use on the line to close the door, it isn't an issue. That said, I can see where someone might close the door to lock off the Demons coming after them. It could be an issue for COOP too...actually that might be why the door is repeatable in the first place, so coop players can get back in. I'll go ahead and get this fixed and update the download again. Seems like the best way to fix this is to just make the switch to the south repeatable. *edit* Alrighty, got that fixed and updated the release. Sorry for all of these little hotfixes, but its good that we're getting these found and taken care of now rather than another year later. I'll add a link here again since we're on a new page. Doom 64 for Doom II v1.4 [5.4M] (Changelog) Readme Thank you @Pablo_Doom_Guy for finding and reporting that bug! Edited December 31, 2019 by Mechadon 5 Quote Share this post Link to post
Pablo_Doom_Guy Posted December 31, 2019 Thank you for the quick fix =) , the switch now can be pressed more than once (but for some reason this doesn't happen if you load from a previous save file) About map 05 , the pillar you need to trigger in order to open the gate to the megasphere secret , if you fall down from the pillar there is no way to trigger it down and you miss the secret (or if you shoot the wall without standing on the right place ) , probably it's intended to be that way since it's not a game breaking thing , i did manage to get the secret by realoading from a previuos save when i face this problem . 0 Quote Share this post Link to post
Mechadon Posted December 31, 2019 I can't remember if that was something I implemented or if Z86 did, so I don't know what the original intention was. In vanilla Doom 64, you get to redo this puzzle multiple times. This is something I probably would have tweaked if I thought about it at the time (by slapping a lift action on the pillar). But as is, since its not really a bug, I don't think I'll mess with it. 0 Quote Share this post Link to post
Pablo_Doom_Guy Posted January 2, 2020 Ok i see, even if you miss that secret you can still finish the level with no problems and grap another megahealth later . I've found a little bug on map 1 , then i forgot to report it , nothing too big really , but if you shoot your rockets while being next to the wall here (and on the opposite side aswell) you wont get hurt . 0 Quote Share this post Link to post
Mechadon Posted January 2, 2020 That's some sort of nodebuilder error I think, I'm not sure what causes it exactly. Anyways, I know about this one, and there are at least 2 or 3 more in other maps. I wasn't able to fix all of them, but the good news is that they were usually localized to small areas. Its not something I'll bother trying to fix again. Thanks for the report though! 2 Quote Share this post Link to post
Gez Posted January 2, 2020 On mardi 31 décembre 2019 at 5:59 AM, Mechadon said: Eternity only has an option to specify custom intermission music and not title music (that I could tell) After looking through Eternity's code, I found out that title music is determined by the GameModeInfo structure, and that some of the GameModeInfo values can be edited in EDF -- but not title music. Perhaps because that music is referred to as a number, instead of a lump name? Paging @Altazimuth and @printz. 0 Quote Share this post Link to post
Altazimuth Posted January 2, 2020 (edited) Currently EE is hard-coded to use D_DM2TTL for Doom 2, as is specified by the gamemodeinfo_t giDoomCommercial. Sadly it seems there's no way to edit title music at the moment. I'm not sure what @Quasar's plan for GMI was with regards to exposing via EDF, so I'm reticent to do anything myself. I dunno how exactly EDF GMI even works in terms of if it needs deltas or w/e. In the interrim is anything stopping the project from just calling the title music lump D_DM2TTL? I'm not familiar with the internals of the project so I'm unclear on this. Edited January 2, 2020 by Altazimuth 0 Quote Share this post Link to post
CoTeCiO Posted January 2, 2020 6 minutes ago, Altazimuth said: In the interrim is anything stopping the project from just calling the title music lump D_DM2TTL? I'm not familiar with the internals of the project so I'm unclear on this. No, it works fine. The thing is that I made a simplified version of the song so it would play ok on vanilla using FM synthesis and we assigned that simplified version as D_DM2TTL. We wanted to make Eternity use the original non-simplified version instead of the simplified one since modern systems can handle all the channels and notes just fine. Apparently it is possible to do that with the intermission music (which also has two versions), but not the title music. 0 Quote Share this post Link to post
Altazimuth Posted January 2, 2020 Ahhh I see. I'll see what I can do about sorting this. 0 Quote Share this post Link to post
Pablo_Doom_Guy Posted January 2, 2020 (edited) @Mechadon i only found this one , but i guess 99.99% of the ones playing this wad will never find any of them unless they randomly start shooting at walls as i did xD . So far the other bug i face was something related to some lifting areas (as it's stated on the readme file) in level 12 , after opening the first gate , only the left side was raising up , on a clean start of the level this was not happening , i solved the issue by idclev and idfa , then i wasted my ammo to match my save state hehe (as i'm aiming to do a 100% run , pistol starting at map 12 was not an option ) UPDATE 08/01/2020 Well i finally got the time to finish this pwad , and man all i can say is that it was an awesome journey =) . Map 29 was the hardest (and maybe this is because i was using Dehacked Doom 64 1.1) . The maze on map 30 was "meh" , the final fight was also harder but then again i guess it's because the other mod i was using . After beating the game i played map 33 , a walk in the park after beating levels 29 and 30 xD , it crashes on dosbox after you finish the level , but on gzdoom and crispy doom it takes you back to level 1 , so thats ok One weird thing i've found is that when finishing the game on dosbox i get this ending message Spoiler but on GZDoom (it happens the same on crispy doom) Spoiler Edited January 8, 2020 by Pablo_Doom_Guy 2 Quote Share this post Link to post
Mechadon Posted January 11, 2020 Thanks for playing Pablo_Doom_Guy! If you were running a dehacked mod alongside the mapset, that's probably the reason why the ending text didn't work. Running another dehacked patch alongside this is almost certainly going to result in errors or unintended behavior. I'm looking to upload v1.4 to /idgames this coming week (probably Monday). So this is the last call for bugs! 2 Quote Share this post Link to post
Pablo_Doom_Guy Posted January 11, 2020 2 hours ago, Mechadon said: Thanks for playing Pablo_Doom_Guy! If you were running a dehacked mod alongside the mapset, that's probably the reason why the ending text didn't work. Running another dehacked patch alongside this is almost certainly going to result in errors or unintended behavior. I'm looking to upload v1.4 to /idgames this coming week (probably Monday). So this is the last call for bugs! i had a blast with this pwad , i really enjoyed my 100% run . I did a second test loading only d64d2 and i'm still getting the same message , but if i manually load the dehacked file then the ending text is displayed correctly , weird because MBF automatically loads dehacked files , but it works . Also i really loved that mother demon fight =) 1 Quote Share this post Link to post
Mechadon Posted February 24, 2020 (edited) The /idgames link for v1.4 is now up. The first post has been updated. Also sorry for the delay, I got busy with other things and forgot about this. Edited February 24, 2020 by Mechadon 9 Quote Share this post Link to post
Devalaous Posted March 20, 2020 Going to play through this finally, once im finished with the the new Doom 64 port. Everytime I got ready to play this wad I'd have computer issues, a new version would come out, or other such issues. now I finally have my own stable PC to run it on. Will be neat if you guys do an 'expansion' one day with the new levels mixed with the older levels from Kaiser's other works, now that 7 of his levels are now official content :D 1 Quote Share this post Link to post
MiningSquirrel1 Posted July 6, 2020 i've just got a simple query/question thing: how do I get to Hectic? i've destroyed all the barrels (speaking of which, i think one is missing by one of the teleporters) and there's no teleporter? do i just add it in in doom builder and send it over? - a confused squirrel 0 Quote Share this post Link to post
Da Werecat Posted July 6, 2020 It was impossible to add a secret exit to the first level, so instead Hectic was relocated to another slot. Standard Doom 2 progression, I'm afraid, including secret levels. 0 Quote Share this post Link to post
MiningSquirrel1 Posted July 6, 2020 4 minutes ago, Da Werecat said: It was impossible to add a secret exit to the first level, so instead Hectic was relocated to another slot. Standard Doom 2 progression, I'm afraid, including secret levels. so it would be in Dark Entries? 0 Quote Share this post Link to post
Da Werecat Posted July 6, 2020 MAP15 has the first secret exit in all vanilla megawads. 2 Quote Share this post Link to post
MiningSquirrel1 Posted July 6, 2020 what's the deal with map02B why not just map02 or is there some trickery going on 0 Quote Share this post Link to post
Gez Posted July 6, 2020 2 minutes ago, MiningSquirrel1 said: so it would be in Dark Entries? Look at the map list in the opening post: MAP15 is Altar of Pain. This is because, other than Hectic and In the Void, the secret and "fun" levels have been integrated into normal progression. There's been a few other compromises, too, so as to fit in vanilla Doom II's relentlessly unflexible map slot systems. So the progression is Staging Area, The Terraformer, Main Engineering, Holding Area, so far so good. Then you have Tech Center and then Outpost Omega (in normal Doom 64, Outpost Omega is reached from a secret exit in Holding Area, so if you visit it it's before Tech Center). After Outpost Omega you get to MAP07 which means it's the Dead Simple effect slot, so Even Simpler is put there, and then you have Alpha Quadrant, Research Lab, Final Outpost -- in the original Doom 64, these three levels come before Even Simpler; but again the tyranny of the vanilla Doom II map slots forced to change things around. After Final Outpost you got Cat and Mouse inserted here, the first "fun" level that's normally outside campaign progression. Then The Bleeding, Terror Core, The Lair, and Altar of Pain where you get the secret exit to Hectic, which has a secret exit to In the Void. Normally The Lair is a secret level accessed from Altar of Pain, but here instead it's the map before Altar of Pain. MAP16 is Dark Citadel, then you have Eye of the Storm, Dark Entries, Bloodkeep, and then the second "fun" level, Hardcore, is inserted between Bloodkeep and Watch Your Step. You continue with Spawned Fear which normally has a secret exit to In the Void but here In the Void is reached from Hectic so instead you can only go to The Spiral, followed by Breakdown, Pitfalls, and the third "fun" level, Playground, is inserted here before Burnt Offerings. Then the game finishes normally with Unholy Temple, No Escape, The Absolution. 10 minutes ago, MiningSquirrel1 said: what's the deal with map02B why not just map02 or is there some trickery going on That means MAP02 had to be simplified more than desired to fit vanilla limits, so MAPINFO-enabled ports can go to MAP02B while others go to a further-trimmed-down MAP02. 0 Quote Share this post Link to post
MiningSquirrel1 Posted July 6, 2020 1 minute ago, Gez said: That means MAP02 had to be simplified more than desired to fit vanilla limits, so MAPINFO-enabled ports can go to MAP02B while others go to a further-trimmed-down MAP02. what's a MAPINFO-enabled port? 0 Quote Share this post Link to post
Da Werecat Posted July 6, 2020 IIRC, some hacks caused problems with ZDaemon, and that was the original reason to include alternative maps. 0 Quote Share this post Link to post
Dr.Ferret Posted July 7, 2020 (edited) . Edited July 7, 2020 by Dr.Ferret 0 Quote Share this post Link to post
Lykos Posted July 7, 2020 On 2/14/2017 at 4:41 AM, Mechadon said: It is necesary download all the links? or is just okay with the first one Downloads: Doom 64 for Doom II [v1.4, 5.4M] (mirror) (Final changelog) Readme Alternate hell statusbar (skin/flesh version) (Preview) Alternate metal statusbar (by @CoTeCiO & @StalkerZHS) (Preview) Motherdemon sprites (by @Cage) 0 Quote Share this post Link to post
MiningSquirrel2 Posted July 7, 2020 (edited) im not sure if i've broken something but in map 14 (The Lair) i can't progress past the first blue key door? have i missed something? skipped a linedef? edit: i just hit a switch Edited July 7, 2020 by MiningSquirrel2 i did a dumb 0 Quote Share this post Link to post
MiningSquirrel2 Posted July 10, 2020 On 7/6/2020 at 7:31 PM, Gez said: MAPINFO-enabled ports can go to MAP02B while others go to a further-trimmed-down MAP02. uhh what's actually changed, i played map02 (the trimmed down one) and i didn't notice any differences, is it just some behind the scenes stuff? 0 Quote Share this post Link to post
Gez Posted July 10, 2020 Probably, if the issue was a compatibility woe with ZDaemon like Da Werecat said. 1 Quote Share this post Link to post
Biodegradable Posted July 10, 2020 Sorry if this is a stupid question, but do I need to download the Motherdemon sprites sheet png for this to work? I'm just a bit confused seeing how it's a separate download link. 0 Quote Share this post Link to post
seed Posted July 10, 2020 6 minutes ago, Biodegradable said: Sorry if this is a stupid question, but do I need to download the Motherdemon sprites sheet png for this to work? I'm just a bit confused seeing how it's a separate download link. That shouldn't be the case, everything necessary should already be included in the main files. 1 Quote Share this post Link to post
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