## Strange Aeons v5.7

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

### Re: Strange Aeons v5.3.1

And another question - is there any chance for version for Zandronum (at least in future)?

Dr. Crowley

Joined: 02 May 2016
Location: Perm, Russia
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: Intel (Modern GZDoom)

### Re: Strange Aeons v5.3.1

_mental_ wrote:Sad that even in the latest version the problem with missing polygons in GZDoom (using OpenGL renderer) wasn't fixed.
Spoiler: Complete nodebuilder log with warnings
Every Unclosed subsector ... warning is a potential problem for hardware renderer. Some of them are probably invisible to player, some are noticeable for sure, like on E4M1.
ImpieTwo, do you need help with fixing this? Sorry for bothering if the issue is ignored intentionally.

I never found a fix for this that actually worked. I myself have been unable to produce the bug on any source port, so I'm not sure what to do about it.

And as for Zandronum, probably not.
ImpieTwo
Banned User

Joined: 17 Aug 2015

### Re: Strange Aeons v5.3.1

ImpieTwo wrote:I never found a fix for this that actually worked. I myself have been unable to produce the bug on any source port, so I'm not sure what to do about it.

Using the latest GZDoom:
Code: Select all
gzdoom.exe -nomonsters -iwad doom.wad -file strangeaeonsv531.pk3 +map e4m1 +warp 420 320gzdoom.exe -nomonsters -iwad doom.wad -file strangeaeonsv531.pk3 +map e4m1 +warp 1400 2900

Screenshot_Doom_20160630_150142.jpg
Screenshot_Doom_20160630_150200.jpg

The solution is simple: use fractional vertex coordinates with caution.
In fact, it's impossible to be 100% sure that these vertices will not cause missing subsectors until you invoke the node builder from command line and check its output.
At least, I found no way to reveal such warnings in GZDoomBuilder.
You do not have the required permissions to view the files attached to this post.
_mental_

Joined: 07 Aug 2011

### Re: Strange Aeons v5.3.1

So how do I adjust the vertexes exactly? I tried shifting them around before to no avail, according to my tester. Do I just drag them 'til their coordinates are a certain number?
ImpieTwo
Banned User

Joined: 17 Aug 2015

### Re: Strange Aeons v5.3.1

ImpieTwo wrote:So how do I adjust the vertexes exactly? I tried shifting them around before to no avail, according to my tester. Do I just drag them 'til their coordinates are a certain number?

Spoiler: Here is the guide

P.S. I think I can even write a tool that strips fractional parts from all vertices in all maps. Let me know if you are interested in such tool.

EDIT: As a side note I'm really curious why did you put music with maps into the single shudmaps.wad file? You are constantly saving the same but useless ~50 MB while editing a map.
You do not have the required permissions to view the files attached to this post.
_mental_

Joined: 07 Aug 2011

### Re: Strange Aeons v5.3.2

Geez, I'm sorry, Jack. Your post got lost in all the other posts I guess.

That's a tricky one unless you remembered the fusebox from E1M5.

_mental_ wrote:EDIT: As a side note I'm really curious why did you put music with maps into the single shudmaps.wad file? You are constantly saving the same but useless ~50 MB while editing a map.

Because I do absolutely everything the hardest, most anal-retentive way possible by default. I also use Doom Builder 2, not GZDoom stuff.

I don't actually edit the maps in the pk3, I mess with the wad files and when they're ready, add them to the pk3 afterward. I suppose I could just move the music files to their own wad or something.

I'll take a look at what you posted and see if I can do anything with it.

EDIT: Okay, I think I found all the offending vertices and fixed them, and made a few other minor tweaks while I was at it. I'll upload version 5.3.2 within the next 24 hours. If you could run the test for me again to see if I missed any, I'd greatly appreciate it.

EDIT2: Annnnd I didn't include the pk3. Christ...
ImpieTwo
Banned User

Joined: 17 Aug 2015

### Re: Strange Aeons v5.3.3

5.3.3 is now available. Just has a minor fix: an extra clue to the hardest puzzle on E5M9.

Spoiler:
ImpieTwo
Banned User

Joined: 17 Aug 2015

### Re: Strange Aeons v5.3.2

ImpieTwo wrote:If you could run the test for me again to see if I missed any, I'd greatly appreciate it.

You can check for issues by yourself. Execute the following from Doom Builder's installation directory, with proper path to shudmaps.wad:
Code: Select all
Compilers\Nodebuilders\zdbsp.exe -w full\path\to\shudmaps.wad
Spoiler: Here is the results
_mental_

Joined: 07 Aug 2011

### Re: Strange Aeons v5.3.3

Sorry, everyone, apparently it didn't register the download change or something. The download was still 5.3.2 this whole time, not the update I'd advertised. This has been fixed.

Explains why your test showed the exact same results as last time. Man, everything I do is a comedy of errors.
ImpieTwo
Banned User

Joined: 17 Aug 2015

### Re: Strange Aeons v5.3.3

I downloaded 5.3.3 and I didn't notice any differences in terms of warnings:
Spoiler:

The single difference between this and previous log is new type of warnings for E5M9. I'll check them later.
_mental_

Joined: 07 Aug 2011

### Re: Strange Aeons v5.3.3

Yeah, that tool you suggested making is starting to look more appealing by the minute. I have no idea what's wrong with e5m9.
ImpieTwo
Banned User

Joined: 17 Aug 2015

### Re: Strange Aeons v5.3.3

Just like to say I've been playing this mod quite a lot recently and I'm loving every second of it! I love the music and the whole new bestiary. I'm really impressed with the atmosphere you've created and I'm enjoying the difficulty, as it's not too over the top and much more enjoyable for me . I'd say this is definitely one of the more original Doom mods I've played!

I love the idea behind the second episode boss, even though it is a right bastard

The first episode actually reminded me of some of the dreams I used to have

Definitely looking forward to more mods by you!

Lexus Alyus
One day, I may actually release something...

Joined: 15 Jul 2003
Location: Nottingham, UK

### Re: Strange Aeons v5.3.3

Thanks Lexus! Appreciate the support.
ImpieTwo
Banned User

Joined: 17 Aug 2015

### Re: Strange Aeons v5.3.4

Updated to 5.3.4, mostly to fix an issue I didn't notice with the skies: when playing on Doom 2, older versions use default Doom 2 skies and not the ones I intended. This is now fixed.

ImpieTwo
Banned User

Joined: 17 Aug 2015

### Re: Strange Aeons v5.3.1

_mental_ wrote:Here is the guide.

Here's better one:
1. Set grid size to 1.
2. Select all map verts.
3. Edit -> Snap selection to grid.

MaxED

Joined: 28 Feb 2012

PreviousNext