DSDHacked

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Expand view Topic review: DSDHacked

Re: DSDHacked

by Graf Zahl » Mon Sep 25, 2023 10:54 am

It came just in time to be integrated in the next release, that's going to be out later this evening.

Re: DSDHacked

by Delfino Furioso » Mon Sep 25, 2023 10:05 am

I've seen that the PR has been merged and I tested SD21 right away: everything seems to work fine

thank you guys

Re: DSDHacked

by Professor Hastig » Mon Sep 25, 2023 2:24 am

I just submitted a PR to address the SD21 problems.
Since Crusader didn't extend the actor and state lists this code was untested and unsurprisingly had some leftover bugs.

Re: DSDHacked

by Graf Zahl » Sun Sep 17, 2023 10:58 am

Thanks for the link, i'll look into it over the week.

Re: DSDHacked

by Delfino Furioso » Sun Sep 17, 2023 5:02 am

may I suggest SD21 as another testing scenario?
https://www.doomworld.com/forum/topic/1 ... -released/

I've tried it (the "classic" variant, specifically) and the GZDoom (g4.11pre-421-g9b3409b28) console warns about frame 4000 and higher being out of range, then prints out "State DehExtraState.4018 not flagged for use in overlays or weapons"
The engine does not crash, all seems well but.. when loading a map, there are no things populating it - neither monsters nor decorations nor pickups

in other ports supporting both MBF21 & DSDHacked, the mod works fine

Re: DSDHacked

by Graf Zahl » Fri Sep 15, 2023 11:54 am

It may be, but I have to concur that a vanilla expert may be able to give better feedback here.

Re: DSDHacked

by Dynamo » Fri Sep 15, 2023 7:25 am

Maybe DSDA-Doom has a built in function that reduces the frame's presence by one tic? The SSG frame also feels a bit faster than in GZDoom. If that's the case, then this isn't a GZDoom bug and not worth "fixing", but confirmation is needed, of course.

Re: DSDHacked

by Professor Hastig » Fri Sep 15, 2023 3:35 am

It should be there in DSDA as well, the shooting frame is 3 tics and the flash frames are 4 tics in the original info.c table. It may be that for some reason the flash frame's duration is shortened, but this probably needs input by a vanilla expert.

Re: DSDHacked

by Dynamo » Thu Sep 14, 2023 5:15 pm

Hmm, seems I spoke too soon, although I am not entirely sure if this is related to DSDHacked, and I hadn't even noticed it myself at all when playing, but apparently, when using the plasma rifle this visual effect can occur for a fraction of a second, but in DSDA-Doom this never happens (I even tried to slow it down and never could see it). The SSG has the same effect, known in vanilla, which shows up in both GZDoom and DSDA-Doom, but the plasma rifle only has that in GZDoom for some reason. Not sure if it's worth looking at it since it's so minor but figured I'd mention this nonetheless.

Re: DSDHacked

by Dynamo » Wed Sep 13, 2023 2:33 pm

Thanks Graf :D This mod should be perfect in GZDoom now. I'll test more DSDHacked mods when I see any popping up, but I've added GZDoom to the list of DSDHacked-supported ports on the wiki.

Re: DSDHacked

by Graf Zahl » Wed Sep 13, 2023 12:51 pm

Also fixed

Re: DSDHacked

by Dynamo » Wed Sep 13, 2023 12:27 pm

I just finished the WAD! There is only one more issue I've noticed:

This actor (deh_actor_182), which is meant to be a cyberdemon with less HP but that fires slightly faster, in DSDA-Doom is invulnerable to splash damage, but in GZDoom it isn't, meaning that they kill themselves very quickly and easily by infighting when they are in groups (since splash damage triggers that). Easily seen in one of the sections of MAP09. I believe the final boss (deh_actor_186) suffers from the same problem, taking massive damage when spawned in map32 from its own rockets.

Re: DSDHacked

by Graf Zahl » Wed Sep 13, 2023 10:44 am

Issue #2 is also fixed.

Re: DSDHacked

by Graf Zahl » Wed Sep 13, 2023 9:53 am

Issue #1 is fixed. This one's from the ancient mists of time. The shotgun attack once had the same problem but got fixed before DECORATE. The chaingun attack did not, so I was forced to add a hack to make it work.

Re: DSDHacked

by Dynamo » Tue Sep 12, 2023 5:11 pm

All right, the build is out, and it works! I'll post here any issues I find when I run into them.

Issue #1: this enemy (deh_actor_178) on the first level, which is just meant to be a heavy weapon dude that does not drop a chaingun, seems to have no firing sound, but behaves normally otherwise. In DSDA-Doom they have the firing sound as normal.

Issue #2: The BFG9000 replacement does not play any weapon firing sounds when utilizing it. It plays the sound correctly in DSDA-Doom.

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