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Re: Maps that need compatibility settings.

Posted: Sat Mar 23, 2019 5:04 am
by Graf Zahl
It would be much more helpful if you provided coordinates with your reports, then I could just use the 'warp' CCMD to have a look.

Re: Maps that need compatibility settings.

Posted: Sat Mar 23, 2019 5:26 am
by Enjay
And just for those who don't know, typing idmypos at the game screen will put your coordinates on screen.

Re: Maps that need compatibility settings.

Posted: Sat Mar 23, 2019 6:02 am
by Graf Zahl
The problems on Miasma and Sunlust MAP25 are the same thing which has been fixed.
I cannot reproduce the MAP30 issue. No matter what preset I use, on HNTR and UV there's always 117 dead monsters when the map starts and that's clearly all of them.

Re: Maps that need compatibility settings.

Posted: Sat Mar 23, 2019 6:36 am
by Killer5
You need to play the map up to the room I mention in the bug location. I can make a video.

video of issue:
https://youtu.be/kVghd2nEDKw

Correct behavior:
Monsters should be dead upon arrival to that room. They are resurrected later after picking up the rocket launcher.

Sorry about the coordinates missing. I will add them on all further bug reports when applicable.

Re: Maps that need compatibility settings.

Posted: Sat Mar 23, 2019 8:00 am
by Player701
Unholy Realms MAP27 apparently contains some bad subsectors because I got monsters stuck below the floor in spots like these:



Here's a PR to add this map to the "rebuildnodes" list.

Re: Maps that need compatibility settings.

Posted: Sat Mar 23, 2019 8:27 am
by Graf Zahl
Killer5 wrote:You need to play the map up to the room I mention in the bug location. I can make a video.

video of issue:
https://youtu.be/kVghd2nEDKw

Correct behavior:
Monsters should be dead upon arrival to that room. They are resurrected later after picking up the rocket launcher.

Sorry about the coordinates missing. I will add them on all further bug reports when applicable.
I have to admit that I am lost here. The entire VoodooScript setup is really bad and has an extreme dependency of side effects - and the map is too slow for debugging. And since it only occurs in a strict compatibility setting it's not really worth additional work. On any default setting it's fine and that's good enough for me.

Re: Maps that need compatibility settings.

Posted: Sat Mar 23, 2019 8:50 am
by Killer5
No worries! And thanks for taking a look at the others. I will continue to report things as I find them. Enjoying the port!

Re: Maps that need compatibility settings.

Posted: Sat Apr 27, 2019 9:46 am
by Killer5
gzdoom version: 4.0.0, Windows modern, 64-bit
wad: magnolia map03
bug location (coords in screenshot): https://www.dropbox.com/s/nkwb9prondkoa ... g.png?dl=0
expected appearance (taken with prboom+ 2.5.1.5 -cl9): https://www.dropbox.com/s/3mge7bcqyd3ro ... e.png?dl=0

bug description: there are many textures displayed which are normally hidden
compatibility setting: boom (strict)
render mode: doom software renderer

Re: Maps that need compatibility settings.

Posted: Mon Apr 29, 2019 9:09 am
by _mental_
MAP01 of Darknation's Wacky Adventures in Impse or Dnwaii lacks certain walls with hardware renderer. All software renderers are fine.
Load with the following command line and turn to the left.

Code: Select all

-iwad doom2 -file dnwaii.zip +map map01 -nomonsters +warp 0 0
Screenshot_Doom_20190429_174859.jpg
Old OpenGL renderer from GZDoom 1.x was a bit better on the same spot.
Screenshot_Doom_20190429_180647.jpg

Re: Maps that need compatibility settings.

Posted: Wed May 01, 2019 11:32 pm
by 3saster
Hell Revealed, MAP23, there are four arachnotrons that are supposed to spawn in at the beginning after crossing the door. However, if imps block the spawn location when they are supposed to teleport, the arachnotrons will never spawn in (due to single-use teleports), and maxkills becomes impossible. This is easily fixed by making the teleport lines repeatable.

Code: Select all

			
case '16E621E46F87418F6F8DB71D68433AE0': // Hell Revealed MAP23
{
	// Arachnotrons near beginning sometimes don't spawn if imps block
	// their one-time teleport. Make these teleports repeatable to ensure
	// maxkills are always possible.
	SetLineFlags(2036, Line.ML_REPEAT_SPECIAL);
	SetLineFlags(2038, Line.ML_REPEAT_SPECIAL);
	SetLineFlags(2039, Line.ML_REPEAT_SPECIAL);
	SetLineFlags(2040, Line.ML_REPEAT_SPECIAL);
}

Re: Maps that need compatibility settings.

Posted: Fri May 03, 2019 8:31 am
by Guest
Map: Ancient Beliefs
https://www.doomworld.com/idgames/level ... -c/beliefs
Checksum: 75E2685CA8AB29108DBF1AC98C5450AC

Things 0, 2, 3, 4, 5, and 6 are not tagged for any playerclass or game mode, meaning they will never appear. This includes a Demon that acts as the trigger for escaping the starting error, so the map is effectively unplayable.

Zandronum seems to treat 'none' as 'all' for game mode tags, so it works there, in spite of this major oversight.

Re: Maps that need compatibility settings.

Posted: Fri Jun 14, 2019 7:04 pm
by Guest
Doom2 MAP14:
chaingunner #170 (med/hard, x:1056, y:176, z:176)
sargeant #171 (easy, x:1056, y:176, z:176)

They are stuck on the SUPPORT3 pillar's edge. It's the rounded pillar on the right side of the first big door. This appears to happen even in ZDoom 2.0.90. Adding the following two lines into level_compatibility.zs somewhere among the other map14 fixes after line 639 seemed to be enough. But any value between x:1057-1068 should do.

SetThingXY(170, 1060, 176);
SetThingXY(171, 1060, 176);

Re: Maps that need compatibility settings.

Posted: Fri Jun 14, 2019 11:57 pm
by Rachael
I can confirm that those, at least in PrBoom, are not stuck. So this is a ZDoom-specific problem and do think adding the proposed lines would be a good idea.

Re: Maps that need compatibility settings.

Posted: Sat Jun 15, 2019 1:49 am
by Graf Zahl
All it needs is compat_pointonline.

Re: Maps that need compatibility settings.

Posted: Sat Jun 15, 2019 2:57 am
by Rachael
Graf Zahl wrote:All it needs is compat_pointonline.
Done