Maps that need compatibility settings.

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Topic review
   

Expand view Topic review: Maps that need compatibility settings.

Re: Maps that need compatibility settings.

by brick » Sat Apr 05, 2025 7:16 pm

This one is more serious. Suitcase of Gor (aka Doom 2 Redux) by Tarnsman, MAP08. One of the teleport landings (Thing #521) is only flagged for Hard, creating a potential softlock below UV. It's not along the critical path, but if a hapless player goes to find the secret area near the end they will be stuck there, because the only way out is through this teleporter.
This should fix it:

Code: Select all

			case '9B9FC2373F0EEF1BC37C800D28B4309A': // SUITCGOR.wad map08
			{
				SetThingSkills(521, SKILLS_ALL);
				break;
			}

Re: Maps that need compatibility settings.

by brick » Sun Mar 16, 2025 2:33 pm

I have a couple of fixes for The Darkening Episode 2. Not sure if these will be added to GZDoom directly, they prevent 100% but don't stop progression, but I'm posting them just in case.
MAP07 has a few nobles in a teleport ambush at the exit, but they never get activated because the door between them and the teleport line doesn't have a tag. I used a pre-existing tag, judging by the way sectors are designed near the exit this seems most likely to be the intentional way to trigger it.
MAP08 has a sector erroneously tagged as secret, it cannot be reached in any way, and even noclip will not register the secret.
Here's my ZSCRIPT code for both maps.
(MAP17 is the DM version of MAP08 and has the same sector erroneously tagged, I included it as well)

Code: Select all

class Darken2_Fixes : LevelPostProcessor
{
	protected void Apply(Name checksum, String mapname)
	{
		switch(checksum)
		{
			case '0E72254C0C26F721333A1C56E3648D68': // Darken2.wad map07
			{
				AddSectorTag(466, 14);
				break;
			}
			case '1437B40F2D56DF82346366814E9729D9': // Darken2.wad map08
			{
				SetSectorSpecial(12, 0);
				break;
			}
			case '244701904E6B754A02842415AB183EBE': // Darken2.wad map17
			{
				SetSectorSpecial(14, 0);
				break;
			}
		}
	}
}

Re: Maps that need compatibility settings.

by supinnah » Thu Jan 16, 2025 2:10 pm

MarsDoom Map06 needs to have "Use Doom's floor motion behavior" turned on or the green door won't open, making it impossible to progress.

Link: https://www.doomworld.com/idgames/level ... o/marspr9c

Here are a few steps to take if you want to confirm:

Code: Select all

gzdoom marspr9c.wad -warp 6 -nomonsters -iwad doom2.wad (no need for the .deh)

warp -873 5521 136

(you can make a test save here for comparison)

flip the switch here

warp -776 3179 128

walk through the doorway to the south (to trigger a linedef) then open the green door on the right

Re: Maps that need compatibility settings.

by brick » Thu Jun 20, 2024 5:21 pm

Infernos map E3M6, the BSK (thing #39, pos 488,896) is not flagged for Easy difficulty, and it is needed for both normal and secret exit, which makes the map impossible to complete on ITYTD and HNTR.

Re: Maps that need compatibility settings.

by Graf Zahl » Sun Sep 17, 2023 12:19 am

Thanks. I remember getting stuck on this as well, but never found out why (this is a great example why not including script sources is BAD idea!)

Re: Maps that need compatibility settings.

by brick » Sat Sep 16, 2023 8:37 pm

Genesis of Descent E1M2 is impossible to complete on ITYTD/HNTR. I had to decompile the ACS script to figure out what was going on, basically at one point you get locked into a room and have to kill exactly 3 enemies with TID 215 for the door to unlock. One of these is a Baron tagged for only Medium and Hard, in his place is an Imp #1184 that has all the right script setups but is not set to appear on any difficulty. The fix is to simply have this imp appear on Easy. I used the following code:

Code: Select all

			case 'C8E727FFBA0BA445666C80340BF3D0AC': // god_.WAD E1M2
			{
				SetThingSkills(1184, 1);
				break;
			}
The imp now appears on Easy and the script works properly. It didn't appear on HMP or UV, so everything there should continue working as normal.

I hope this helps.

Re: Maps that need compatibility settings.

by Someone » Sat Sep 16, 2023 1:23 pm

Would it be possible to make a replaced script a part of the next version of Gzdoom, just like Gzdoom replaced the old titlepics with widescreen versions?

It is a gamebreaking bug that can make you stuck, unless you google around for workarounds.

Re: Maps that need compatibility settings.

by Graf Zahl » Sat Sep 16, 2023 11:31 am

This cannot be fixed aside from replacing the script. A simple compatibility flag won't help.

Re: Maps that need compatibility settings.

by someone » Sat Sep 16, 2023 8:07 am

Hexen map:Gibbet softlock script bug:

The doomwiki https://doomwiki.org/wiki/Hub_4:_Gibbet describes the bug as:
There is a script on this level running every few seconds which is supposed to check if there are three Green Chaos Serpents left or fewer, and open required passages out of the room behind the Axe door if this condition is met. Instead, it checks if there are exactly three Green Chaos Serpents. Thus, if the player kills two of the four Serpents at the same time, or kills any of them on any of the easier difficulty levels, the level and the hub will become impossible to complete without cheating.
it even looks like a fix was discussed here: viewtopic.php?p=880966#p880966

I haven't checked if the bug is still present in the newest version of Gzdoom, but I remember it being a problem a few years ago, so I apologize if it has already been fixed.

I noticed in this thread that "script bugs" was not possible to fix and outside of scope(at least some years ago). But since a softlock can be really annoying, I was wondering if you have changed stance on this.

Re: Maps that need compatibility settings.

by InsanityBringer » Tue Aug 09, 2022 1:28 pm

MAP01 of Torment And Torture episode 2 needs rebuilt nodes, there is janky collision around -136, -644 which vanishes with gennodes on.

Code: Select all

5366DD3789F5B6E3CA455B949455F458 // tnt2fix2.wad map01
May be slightly moot since there's the enhanced remake of the level available, though.

Re: Maps that need compatibility settings.

by lulle » Sat Jul 23, 2022 11:09 am

Caligari87 wrote:Not that I'm aware of, but it wouldn't be too difficult to set up a sort of "community map compat fixes" repo for people to contribute to. If there's enough interest I'd be willing to do that.

8-)
That was the background of my question. You were faster :D

Re: Maps that need compatibility settings.

by Rachael » Sat Jul 23, 2022 10:43 am

Let's do it under an official name, I'll invite you as admin.

Re: Maps that need compatibility settings.

by Caligari87 » Sat Jul 23, 2022 9:43 am

Not that I'm aware of, but it wouldn't be too difficult to set up a sort of "community map compat fixes" repo for people to contribute to. If there's enough interest I'd be willing to do that.

8-)

Re: Maps that need compatibility settings.

by lulle » Sat Jul 23, 2022 6:37 am

I see.
Is there an unofficial project for that kind of micro patches?

Re: Maps that need compatibility settings.

by Graf Zahl » Fri Jul 22, 2022 7:26 am

lulle wrote:Hi!
Doom2 Map01 : 3c9902e376cca1e9c3be8763bdc21df5 : Missing textures: (outside area@p1 start)
TextureId fixtex = TexMan.CheckForTexture("BROWNGRN", TexMan.Type_Any);
level.lines[335].sidedef[MD_SIDE_BACK].SetTexture(2, fixtex);
level.lines[334].sidedef[MD_SIDE_BACK].SetTexture(2, fixtex);
level.lines[369].sidedef[MD_SIDE_BACK].SetTexture(2, fixtex);
You will never notice that without cheating, but missing is missing.
We won't add a fix for that. It's really not worth bloating the handler for such things.
lulle wrote: TNT01 : 8391b0eb996c55b5ed4343d18b8ad2c8
LindeDef 182,208 should be impassable; you can get to the secret area just by jumping. I think they simply forgot that, the lines in the tower are impassable but maybe it is intended to be open for DM rocketjumping idk.
I dont know if it makes sense to fix "jumping breaks level" bugs, because jumping wasnt a feature in 1993 and starting to fix this things will pply end up in an endless story...
We also won't address anything where jumping breaks progression of maps not made for jumping. But we also won't add a jump block for them because some people would not like that.

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