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Re: Compendium - Classic Megawad Compilation

PostPosted: Sat Jul 21, 2018 5:55 pm
by badcaradvice
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.

Re: Compendium - Classic Megawad Compilation

PostPosted: Sun Jul 22, 2018 2:17 am
by Gideon020
What door are we talking about in Project Slipgate?

Re: Compendium - Classic Megawad Compilation

PostPosted: Sun Jul 22, 2018 6:27 am
by 4thcharacter
I'm looking forward to the other upcoming areas from the hub, and Alien Vendetta in the future!

Re: Compendium - Classic Megawad Compilation

PostPosted: Sun Jul 22, 2018 6:59 am
by m8f
Just passing by. By the way, Compendium is totally eligible for this. Wink wink.

Re: Compendium - Classic Megawad Compilation

PostPosted: Sun Jul 22, 2018 8:53 pm
by 0mrcynic0
Nice map compilation, indeed.

Re: Compendium - Classic Megawad Compilation

PostPosted: Wed Jul 25, 2018 8:58 am
by Rtma
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.

Re: Compendium - Classic Megawad Compilation

PostPosted: Wed Jul 25, 2018 9:49 am
by Dynamo
Yes, those are planned future additions, though when and if I'll get to them remains to be seen still.

Re: Compendium - Classic Megawad Compilation

PostPosted: Thu Jul 26, 2018 7:47 am
by Fureyon
Wow, it's amazing to see all of these gathered in a single wad. Thank you for the hard work!

Re: Compendium - Classic Megawad Compilation

PostPosted: Tue Jul 31, 2018 3:59 pm
by Death Egg
I haven't checked yet, but is the SERENITY/ETERNITY/INFINITY trilogy in this?

Re: Compendium - Classic Megawad Compilation

PostPosted: Tue Jul 31, 2018 4:58 pm
by eharper256
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

Re: Compendium - Classic Megawad Compilation

PostPosted: Tue Jul 31, 2018 4:58 pm
by Dynamo
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.

Re: Compendium - Classic Megawad Compilation

PostPosted: Wed Aug 01, 2018 4:11 pm
by eharper256
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.

Re: Compendium - Classic Megawad Compilation

PostPosted: Wed Aug 01, 2018 9:55 pm
by Zhs2
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...

Re: Compendium - Classic Megawad Compilation

PostPosted: Fri Aug 03, 2018 7:06 am
by Dynamo
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.

Re: Compendium - Classic Megawad Compilation

PostPosted: Fri Aug 03, 2018 8:38 am
by Gez
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.