AFADoomer, thanks for the update. I believe I missed it because I haven't been working on my HD update for your TC in the last few months. I have yet to make a website to release it, though besides Lost Levels which is still a work in progress, it's mainly completed (I sent you an email in early development about it which you ignored). But that's not what I want to focus on since this is your forum. I just have a few bugs to report now that I know your still actually working on this TC.
Blinking ghost, I think this one was reported before but I'm sure it's due to frames being incorrectly allocated. It's annoying. If you don't fix this I'll make that ghost in my version is partially transparent so the blinking won't be so distracting.
I've converted about 1000 levels from different old sets without code editing and have found a few problems.
Double doors don't convert correctly. Where there's supposed to be the second door, there's a wall instead. To solve this in the few places they occur I've edited the original Wolf 3D levels to space out the doors more or remove one door. Then I reconvert them to the TC. Unfortunately I've yet to figure out how to use Doom builder to edit your TC levels so that's not an option. Would appreciate a short and to the point guide on how to do this.
Here's a bug which may never be fixable, due to the nature of 3D models in GZ Doom. So I mainly just call it a missing feature. It's not noticeable in the original game because enemies are on the main not behind pushwalls. In Spear of Destiny and especially user created level sets it's quite noticeable. Pushwalls do not stop enemy guards from spotting you. While they can't do damage to you it makes you aware of the secret area and often times can block the pushwall from opening. They continually fire at you until you move out of their view.
I had to reconvert the original level sets to work properly. Both Wolfenstein 3D and Spear of Destiny. Your release probably uses your older version and pushwalls don't work and doors are blocked by walls in later episodes. That's a minor problem since I've solved that on my version.
A very big bug deals with level conversion of episodes 4-6. I'd have to look through my work again to be more specific, but if I recall correctly, it's episode 4 boss levels that often fail to convert. Maybe sometimes episode 5 as well. I'm sure it has something to do with the boss part of the level and how the level is read by the converter, but I don't know what the problem is. Even the Windows version which I don't use due to not fully implementing pushwalls (at least without your specific files for support) doesn't help. On the main I use the command prompt version since that's fully featured.
The main issue with using the level converter is levels being renamed. Thanks to reading this forum I've figured out how to convert those using a hex editor to remove bad data from them.
Thank you again for creating this TC. It's provided me with nearly a year of entertainment while I created textures to replace the whole game. Without it I would have been very bored due to poor health and would have learned nothing.
