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Re: Maps that need compatibility settings.

Posted: Sun Jun 16, 2019 6:34 am
by StroggVorbis
MAP16 of DTS-T is supposed to end when the BossBrain is killed, but it doesn't anymore in newer versions. It was released in 2012 and I sadly don't know the version it stopped working.

Please move it to the Bugs subforum if it can't be fixed via compat settings.

Edit: Nevermind, just realized this topic already is in Bugs :P

Re: Maps that need compatibility settings.

Posted: Sun Jun 16, 2019 6:37 am
by Graf Zahl
Please, ALWAYS provide a link to the map in question!
Topics like this tend to be pushed aside without one.

Re: Maps that need compatibility settings.

Posted: Sun Jun 16, 2019 6:39 am
by StroggVorbis

Re: Maps that need compatibility settings.

Posted: Sun Jun 16, 2019 6:45 am
by _mental_
This requires a proper fix, not just some compatibility settings. Here is PR.

In short, Exit_Normal(0) used to end the current level has some additional checks.
Before scriptification these conditions were not tested and the next map is always loaded.
I found no other way to replicated the same behavior but to expose new functions to ZScript.

Re: Maps that need compatibility settings.

Posted: Sun Jun 16, 2019 8:15 am
by Rachael
Why was this moved to Closed Bugs?

I'm moving this back and reopening it. I don't think it's meant to be a "closed" topic.

Re: Maps that need compatibility settings.

Posted: Sun Jun 16, 2019 8:53 am
by _mental_
This wouldn't happen if the bug with DTS-T MAP16 was reported in its own topic. It was fixed BTW.

Re: Maps that need compatibility settings.

Posted: Sun Jun 16, 2019 10:06 am
by Rachael
_mental_ wrote:This wouldn't happen if the bug with DTS-T MAP16 was reported in its own topic. It was fixed BTW.
Isn't this topic meant for map-specific bugs that require specific fixes like the one you put in? I don't get it.

Re: Maps that need compatibility settings.

Posted: Sun Jun 16, 2019 10:29 am
by _mental_
That bug wasn’t a compatibility issue but an engine bug caused by scriptification.
It just requires a very specific setup like with the given map.

Re: Maps that need compatibility settings.

Posted: Sun Jun 16, 2019 10:50 am
by Rachael
Thing is - DabbingSquidward isn't in a position where he should've been automatically expected to know that. I think he handled it correctly, given the tools at hand. But that's just me. /shrugs

Re: Maps that need compatibility settings.

Posted: Sun Jun 16, 2019 10:53 am
by Graf Zahl
Well, shit happens. It's an excusable mistake, and was easily undone once discovered.

Re: Maps that need compatibility settings.

Posted: Mon Jun 17, 2019 11:13 am
by drfrag
I would have created a new topic but i didn't due to a limited internet connection, i'm a poor guy you know.
Now this soluton doesn't work in the legacy build so i've created another topic here:
viewtopic.php?f=178&t=65087

Re: Maps that need compatibility settings.

Posted: Tue Jul 23, 2019 9:38 am
by Xeotroid
Janitor Adventure 3D MAP05 requires wall running to be set to off, otherwise the jump pad at X:8000 Y:3000 fails to properly propel the player into its target.

Re: Maps that need compatibility settings.

Posted: Sat Jul 27, 2019 8:07 am
by _mental_
Xeotroid wrote:Janitor Adventure 3D MAP05 requires wall running to be set to off, otherwise the jump pad at X:8000 Y:3000 fails to properly propel the player into its target.
Wall running disabled by default. Compatibility settings are needed when specific set of options are required.

Re: Maps that need compatibility settings.

Posted: Sun Oct 27, 2019 6:03 pm
by Gez
Something to investigate:

https://onemandoom.blogspot.com/2019/10 ... rfwad.html
Another big thing that might color your experience isn't Pablo's fault. He has the entire starting area kitted out with plenty of ethereal arrows, more than you will probably need. Due to where they are placed, though - in between the chapel benches and the wall - the player can't pick them up in ZDoom.
https://www.doomworld.com/idgames/level ... p-r/riverf

Four quivers in the starting room.

Re: Maps that need compatibility settings.

Posted: Tue Oct 29, 2019 6:40 am
by _mental_
Inability to grab those quivers is caused by differences between this and this. Notice less/greater vs. less-or-equal/greater-or-equal.
Top of an item is at the same height as a floor of sector from it can be picked up. Vanilla Heretic and GZDoom treat intersection player with item differently in this case.

If we don't plan to change the conditions in question (I believe we don't), the simplest solution is lower four sectors by one unit.