Compendium - Classic Megawad Compilation

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Re: Compendium - Classic Megawad Compilation

Postby badcaradvice » Sat Jul 21, 2018 6:55 pm

Dynamo wrote:That's correct. Because of how GZDoom handles map files inside .pk3 files, loading the .wad normally would just end up changing map02 of doom 2 itself, I think. you can edit compendium itself or you can create a new .pk3, create a Maps folder, put slp02.wad there, save and load it and it should work fine. If you want I can upload such a version but it should be trivial to do.

Ah, that makes sense. The fix is working. Thanks!

ONWARD.
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Re: Compendium - Classic Megawad Compilation

Postby Gideon020 » Sun Jul 22, 2018 3:17 am

What door are we talking about in Project Slipgate?
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Re: Compendium - Classic Megawad Compilation

Postby 4thcharacter » Sun Jul 22, 2018 7:27 am

I'm looking forward to the other upcoming areas from the hub, and Alien Vendetta in the future!
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Re: Compendium - Classic Megawad Compilation

Postby m8f » Sun Jul 22, 2018 7:59 am

Just passing by. By the way, Compendium is totally eligible for this. Wink wink.
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Re: Compendium - Classic Megawad Compilation

Postby 0mrcynic0 » Sun Jul 22, 2018 9:53 pm

Nice map compilation, indeed.
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Re: Compendium - Classic Megawad Compilation

Postby Rtma » Wed Jul 25, 2018 9:58 am

Is this a work in progress? Cause Shooting Range and Roulette wheel(?) is locked/Under construction, also a friend showed me this recently and I'm enjoying it greatly, so many wads to play, so little time.
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Re: Compendium - Classic Megawad Compilation

Postby Dynamo » Wed Jul 25, 2018 10:49 am

Yes, those are planned future additions, though when and if I'll get to them remains to be seen still.
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Re: Compendium - Classic Megawad Compilation

Postby Fureyon » Thu Jul 26, 2018 8:47 am

Wow, it's amazing to see all of these gathered in a single wad. Thank you for the hard work!
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Re: Compendium - Classic Megawad Compilation

Postby Death Egg » Tue Jul 31, 2018 4:59 pm

I haven't checked yet, but is the SERENITY/ETERNITY/INFINITY trilogy in this?
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Re: Compendium - Classic Megawad Compilation

Postby eharper256 » Tue Jul 31, 2018 5:58 pm

Don't forget to advertise this at Doomworld as well; though it looks like you already did get a brief mention on the potential Cacoaward 2018 thread. :D
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Re: Compendium - Classic Megawad Compilation

Postby Dynamo » Tue Jul 31, 2018 5:58 pm

Death Egg wrote:I haven't checked yet, but is the SERENITY/ETERNITY/INFINITY trilogy in this?

Nope. So far, this contains only doom 2 megawads.
eharper256 wrote:Don't forget to advertise this at Doomworld as well; though it looks like you already did get a brief mention on the potential Cacoaward 2018 thread. :D

I kind of figured this type of thing would probably not elicit much interest over at doomworld but I guess it wouldn't hurt to do so. I'll think about it.
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Re: Compendium - Classic Megawad Compilation

Postby eharper256 » Wed Aug 01, 2018 5:11 pm

Dynamo wrote:I kind of figured this type of thing would probably not elicit much interest over at doomworld but I guess it wouldn't hurt to do so. I'll think about it.

Certainly, you'll get some interest. I mean, sure, the resident doomgods aren't going to be interested as they play Nuts level difficulty for breakfast, but there's plenty of more casual players there as well, and I think the technical achievement will be recognised if nothing else. Just be sure to note its only made for GZDoom.
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Re: Compendium - Classic Megawad Compilation

Postby Zhs2 » Wed Aug 01, 2018 10:55 pm

So I played through NeoDoom in this, and I want to report a couple broken things (just a couple):

- Line 179 in NEO28 is supposed to lower the nearby sector, but instead it has a crusher special. This makes the map impossibly difficult to complete normally.
- This line in NEO18 is missing a texture.

It's weird to have played through NeoDoom vanilla, especially without the fall damage. I guess the fall damage didn't apply if NeoDoom was played in Legacy or Doomsday?

And on a completely unrelated note, I notice in your FAQ that you mention some other maps missing the Archvile Ghosts feature. The compatibility.txt lump in gzdoom.pk3 would actually detect and handle those maps in their unedited forms, by way of their checksums...
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Re: Compendium - Classic Megawad Compilation

Postby Dynamo » Fri Aug 03, 2018 8:06 am

Thanks for the reports! I could've sworn I had fixed that texture in neodoom, but now I believe I had fixed another missing texture in the same map and forgot that one. Will be fixed in the near future.

Yes, the maps are not recognized as the originals, I think ghost monsters should be added as a mapinfo-ready lump but failing that I'm hoping the developers can add support for these in a future version of GZDoom. Considering I might still need to do bugfixing for them though it's probably best to do that for a future version.
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Re: Compendium - Classic Megawad Compilation

Postby Gez » Fri Aug 03, 2018 9:38 am

As long as you're modifying stuff, I'm pretty sure you could simply replace the arch-viles in these maps by arch-viles with a special ZScript logic that will detect when monsters it raises are squished and make them into ghosts, bypassing the need to rely on compatibility settings.
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