Map compatibility fixes

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Expand view Topic review: Map compatibility fixes

Re: Map compatibility fixes

by Graf Zahl » Thu Oct 05, 2023 8:24 am

Agreed. I cannot say which features of nnext this is actually using, I'd not be surprised if the ugliest parts are not.
Also you got 1000's of already existing Boom maps, and the Boom standard was a lot better thought through than this and properly formalized as a usable spec.

Re: Map compatibility fixes

by Phredreeke » Thu Oct 05, 2023 6:34 am

And it's not like Boom where you have 100s of already existing map sets to support. It's probably less work to just make separate ZScript-versions of the addons using the feature once Raze has scriptified the enemy code.

Re: Map compatibility fixes

by Graf Zahl » Wed Oct 04, 2023 9:15 am

I'm sorry but the chances here are very slim.

We've been having issues with these so-called "modern" features on a constant basis because its programmer doesn't follow any sane conventions. He regularly drops off for half a year and more and then unleashes a commit bomb that changes several 1000 lines or replaces files with completely rewritten ones all at once, making a gradual update impossible.
This isn't just a moving target, it's a target that stands still but when you almost catch up activates a teleporting device to get 10 miles away again.
As a result we stopped updating this part of the game last year and are currenly reviewing the future viability of what we already got because it is likely that without the more recent additions it isn't worth much.

Re: Map compatibility fixes

by Professor Hastig » Wed Oct 04, 2023 12:29 am

This isn't just a case of "adding compatibility", this mod depends on quite extensive features in NBlood that Raze does not have, and looking at the amount of code needed to implement it all it may take a lot of time if it ever gets done, provided that it gets done - there hasn't been any hint of work of getting this code ported so far.

I wouldn't hold my breath.

Re: Map compatibility fixes

by yuriyivanovskiy » Tue Oct 03, 2023 12:38 pm

Hi!
Can you please add compability with latest version of Eviction mod?
https://www.moddb.com/mods/eviction-add ... ter-update
mod contain custom enemies but they doesnt work, because mod folder contain a lot of custom files and raze does not support loading of such files.
as example - nblood load such files from custom folder correctly.

Re: Map compatibility fixes

by masharasputina9we » Tue Jan 31, 2023 8:25 am

Hello!
Problem with launching of custom SP map SSMALL.MAP by SpillSomeBlood.
Raze build 1.7pre.
Map is in attachment.
Attachments
SSMALL.part03.rar
(23.25 KiB) Downloaded 179 times
SSMALL.part02.rar
(50 KiB) Downloaded 155 times
SSMALL.part01.rar
(50 KiB) Downloaded 163 times

Re: Map compatibility fixes

by Talon1024 » Sat May 15, 2021 6:08 pm

In Shadow Warrior: Wanton Destruction:
Spoiler:

Re: Map compatibility fixes

by markanini » Sat May 15, 2021 2:53 pm

Phredreeke wrote:Maybe there should be a list on the wiki for maphacks that already exist?

One I checked today, which is implemented in BuildGDX already, is in Twin Dragon's Warehouse. The secret near the start of the level is not accessible at lower difficulties due to a mine necessary to blow up a wall being tagged as only appearing on higher difficulties.
There's also the missing anime babe in Twin dragon level 1 at lower difficulties.

Re: Map compatibility fixes

by sinisterseed » Sat May 15, 2021 2:34 am

Graf Zahl wrote:I think that one is dealt with in the map loading code. I puiled in some of these fixes from SWP.

Code: Select all

        // spawn Bouncing Betty (mine) in TD map 09 Warehouse 
        if (sp->picnum == 817 && (currentLevel->flags & LEVEL_SW_SPAWNMINES))
            return true;
That check should probably be fully externalized, though, once we have a proper level compatibility patcher like GZDoom.
Wasn't this the fix you commented out originally, though?

I know one was commented because it didn't work as it was.

Re: Map compatibility fixes

by Graf Zahl » Sat May 15, 2021 1:20 am

I think that one is dealt with in the map loading code. I puiled in some of these fixes from SWP.

Code: Select all

        // spawn Bouncing Betty (mine) in TD map 09 Warehouse 
        if (sp->picnum == 817 && (currentLevel->flags & LEVEL_SW_SPAWNMINES))
            return true;

That check should probably be fully externalized, though, once we have a proper level compatibility patcher like GZDoom.

Re: Map compatibility fixes

by Phredreeke » Fri May 14, 2021 5:10 pm

Maybe there should be a list on the wiki for maphacks that already exist?

One I checked today, which is implemented in BuildGDX already, is in Twin Dragon's Warehouse. The secret near the start of the level is not accessible at lower difficulties due to a mine necessary to blow up a wall being tagged as only appearing on higher difficulties.

Re: Map compatibility fixes

by Rachael » Thu May 13, 2021 12:54 pm

Might as well sticky it, since its GZDoom counterpart is, as well.

Re: Requests for maphacks

by NightFright » Thu May 13, 2021 12:44 pm

I have renamed the thread for general purposes.

Re: [1.1.0] Yellow keycard in DUKEDC7

by sinisterseed » Thu May 13, 2021 11:29 am

Graf Zahl wrote:
Dynamo wrote:What Graf is saying is, post the exact sprite number or don't bother.

Or some map coordinates. At least something that helps find the sprite in an editor.
Which is what I provided, yes.

Re: [1.1.0] Yellow keycard in DUKEDC7

by Graf Zahl » Thu May 13, 2021 9:08 am

Dynamo wrote:What Graf is saying is, post the exact sprite number or don't bother.

Or some map coordinates. At least something that helps find the sprite in an editor.

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