Maps that need compatibility settings.

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Gez
 
 
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Re: Maps that need compatibility settings.

Post by Gez »

http://manbitesshark.com/downloads.html

Those should be the latest versions (1.16 IIRC).
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Caleb13
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Re: Maps that need compatibility settings.

Post by Caleb13 »

Two infamous WADs Rootpain and do_it2 were recently discussed at Doomworld, but they don't work properly in GZdoom 4.2.4.

Rootpain:
-The fetus doesn't appear when you destroy the ovaries.
-The game doesn't crash if the fetus kills you (which was the best and creepiest feature, IMO).
-There is no "you've aborted the baby" text if you kill the fetus.
By some trial and error, I found out it works best with GZdoom 1.7.0, but the final text still doesn't appear. Here is Rootpain download link:

https://tinyurl.com/rhemrap

Do_it2:
-The lights don't dim after you use the knife.
-The player bleeds out indefinitely and doesn't die.
-The blood level in the bathtub doesn't rise.
The last version it (mostly) works is prehistoric Zdoom 2.2.0, I was unable to run earlier versions on my machine. Here is download link:

https://www.doomworld.com/idgames/level ... -f/do-it-2

And here a video how it should work:

https://www.youtube.com/watch?v=xsjrwj_sjXs
Last edited by Caleb13 on Sun Feb 09, 2020 6:49 am, edited 1 time in total.
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Graf Zahl
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Re: Maps that need compatibility settings.

Post by Graf Zahl »

Please fix your link to rootpain.wad
Gez
 
 
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Re: Maps that need compatibility settings.

Post by Gez »

This link doesn't seem to work, and I figure that the **LINK_DISABLED** part of the URL might be why.
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Caleb13
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Re: Maps that need compatibility settings.

Post by Caleb13 »

I can't fix it, the forum automatically changes/disables it. You can get the original link here in the post by Mad Butcher:

https://www.doomworld.com/forum/topic/6 ... d/?page=67
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3saster
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Re: Maps that need compatibility settings.

Post by 3saster »

One is a map were you kill and abort a fetus, the other is one where you walk into a bathtub to slit your wrists. Are these REALLY the maps that need GZDoom's automatic compatibility? They are dumb meme maps that are just meant to be edgy AF, adding compatibility for them would be severe overkill imo.
Last edited by 3saster on Sun Feb 09, 2020 6:57 am, edited 1 time in total.
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Rachael
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Re: Maps that need compatibility settings.

Post by Rachael »

I tinyurl'd the link so that the forum doesn't try to fix it.

It was a link that mentions a server that is now defunct, of which the domain name leads to apparently some really nasty malware.
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Graf Zahl
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Re: Maps that need compatibility settings.

Post by Graf Zahl »

Rootpain doesn't work anymore because the author was abusing undefined behavior. Instead of using a map spot he used a CustomSprite actor with undefined parameters. These got changed so that they destroy themselves rather than stick around. And considering this entire mod it's not something I'm going to add a workaround for.

As for Do-It-2, bad use of DECORATE: It calls A_Explode(1, 2, 0) where 0 is the flags word which overrides the XF_HURTSOURCE flag.
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Caleb13
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Re: Maps that need compatibility settings.

Post by Caleb13 »

Oh well, nevermind then. I also posted my findings at Doomworld, so people should be able to Google that Gzdoom 1.7.0 is the best for Rootpain.
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ketmar
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Re: Maps that need compatibility settings.

Post by ketmar »

>As for Do-It-2, bad use of DECORATE: It calls A_Explode(1, 2, 0) where 0 is the flags
>word which overrides the XF_HURTSOURCE flag.



wiki: XF_NOTMISSILE — Not a missile: if set, the calling actor is considered to be the source. By default, the calling actor is assumed to be a projectile, and the source is therefore considered to be the calling actor's target.
now, player's Target is `none`, so XF_HURTSOURCE should not matter here. either current `A_Explode()` is buggy, or the wiki should be fixed.
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JPL
 
 
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Re: Maps that need compatibility settings.

Post by JPL »

Ran into this old map on my stream tonight, and it crashes on start:

https://doomworld.com/idgames/levels/doom/g-i/ganymede

The comments on that page suggest that a simple node rebuild is needed to fix it. The map's checksum is

Code: Select all

B2F7FD45B6766A052F6486D9BEE9B36A // GANYMEDE.WAD e1m1
This is the sort of thing that can be handled from the zscript compatibility post-processor, right?
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Rachael
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Re: Maps that need compatibility settings.

Post by Rachael »

The crash needs to be fixed first, but if there are any further problems after that then rebuilding the nodes might be prudent.

I think a simple node rebuild "might"(?) still be available with compatibility.txt, not sure. It can be done with the postprocessor too, though, if I recall.
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Graf Zahl
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Re: Maps that need compatibility settings.

Post by Graf Zahl »

Broken nodes can cause crashes that are hard to fix, I'M not sure if that's doable here.
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drfrag
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Re: Maps that need compatibility settings.

Post by drfrag »

IMO it's not worth adding a compatibility entry for this, it's a random 1994 quality map. I mean the bad reviews discourage dowloading it and it always crashed in ZDoom.
Two linedefs have invalid sidedef numbers, Prb+ has no problem with that.
Edit: it runs with RUDE and Crispy but crashes with Chocolate Doom, monsters get stuck and sometimes don't see you.
Edit2: There are no warnings in the console (RUDE). GZDoom builder says:
Linedef 74 references invalid sidedef 65534. Sidedef has been removed.
Linedef 72 references invalid sidedef 65534. Sidedef has been removed.
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drfrag
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Re: Maps that need compatibility settings.

Post by drfrag »

From within VS rarely crashes and the console says:

Code: Select all

e1m1 - Hangar

Sidedef 92 has a bad sector
Unknown middle texture 'ªºß=I5â=' on second side of linedef 72
Unknown top texture 'ž¿=֠Á=' on second side of linedef 72
Unknown bottom texture '²CÑ=I•Ó=' on second side of linedef 72
Sidedef 95 has a bad sector
Unknown middle texture 'ªºß=I5â=' on second side of linedef 74
Unknown top texture 'ž¿=֠Á=' on second side of linedef 74
Unknown bottom texture '²CÑ=I•Ó=' on second side of linedef 74
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