Map compatibility fixes

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Map compatibility fixes

Postby NightFright » Wed May 12, 2021 9:02 am

In "Duke It Out in D.C.", the seventh level "Brown Water" (DUKEDC7) has the yellow keycard (sprite #333) partially stuck in the floor, making it harder to see.



This is not a problem with Raze or the renderer, but an oversight of the map author. It should probably be addressed with a maphack.
Last edited by NightFright on Thu May 13, 2021 12:45 pm, edited 2 times in total.
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Re: [1.1.0] Yellow keycard in DUKEDC7

Postby Graf Zahl » Wed May 12, 2021 10:50 am

Agreed. The perfect use case of a compatibility patch.
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Re: [1.1.0] Yellow keycard in DUKEDC7

Postby axl » Wed May 12, 2021 3:23 pm

Ah should we post these bugs as well? As there are more of these - for example E3M2 of Blood :
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Re: [1.1.0] Yellow keycard in DUKEDC7

Postby Graf Zahl » Thu May 13, 2021 12:15 am

Let's collect them for now. Currently the compatibility feature is still a bit rough, this will be taken care of when it gets rewritten.
But please, without any hint where in the map this is I won't be able to do anything about it. To patch this I need to find out the sprite number - easy enough for the keycard but with the second screenshot - no chance.
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Re: [1.1.0] Yellow keycard in DUKEDC7

Postby sinisterseed » Thu May 13, 2021 5:32 am

Graf Zahl wrote:Let's collect them for now. Currently the compatibility feature is still a bit rough, this will be taken care of when it gets rewritten.
But please, without any hint where in the map this is I won't be able to do anything about it. To patch this I need to find out the sprite number - easy enough for the keycard but with the second screenshot - no chance.

In axl's screenshot of E3M2, it's right here.

It gloriously rotates half-buried into the ground in Software :laff:

https://i.postimg.cc/Rv5JK4xD/Blood-0000.png
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Re: [1.1.0] Yellow keycard in DUKEDC7

Postby Dynamo » Thu May 13, 2021 7:01 am

What Graf is saying is, post the exact sprite number or don't bother.
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Re: [1.1.0] Yellow keycard in DUKEDC7

Postby markanini » Thu May 13, 2021 7:53 am

Maybe the spider room in Blood E3M3: Raw Sewage. Those are enemies though.
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Re: [1.1.0] Yellow keycard in DUKEDC7

Postby Graf Zahl » Thu May 13, 2021 9:08 am

Dynamo wrote:What Graf is saying is, post the exact sprite number or don't bother.



Or some map coordinates. At least something that helps find the sprite in an editor.
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Re: [1.1.0] Yellow keycard in DUKEDC7

Postby sinisterseed » Thu May 13, 2021 11:29 am

Graf Zahl wrote:
Dynamo wrote:What Graf is saying is, post the exact sprite number or don't bother.



Or some map coordinates. At least something that helps find the sprite in an editor.

Which is what I provided, yes.
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Re: Requests for maphacks

Postby NightFright » Thu May 13, 2021 12:44 pm

I have renamed the thread for general purposes.
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Re: Map compatibility fixes

Postby Rachael » Thu May 13, 2021 12:54 pm

Might as well sticky it, since its GZDoom counterpart is, as well.
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Re: Map compatibility fixes

Postby Phredreeke » Fri May 14, 2021 5:10 pm

Maybe there should be a list on the wiki for maphacks that already exist?

One I checked today, which is implemented in BuildGDX already, is in Twin Dragon's Warehouse. The secret near the start of the level is not accessible at lower difficulties due to a mine necessary to blow up a wall being tagged as only appearing on higher difficulties.
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Re: Map compatibility fixes

Postby Graf Zahl » Sat May 15, 2021 1:20 am

I think that one is dealt with in the map loading code. I puiled in some of these fixes from SWP.

Code: Select allExpand view
        // spawn Bouncing Betty (mine) in TD map 09 Warehouse
        if (sp->picnum == 817 && (currentLevel->flags & LEVEL_SW_SPAWNMINES))
            return true;



That check should probably be fully externalized, though, once we have a proper level compatibility patcher like GZDoom.
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Re: Map compatibility fixes

Postby sinisterseed » Sat May 15, 2021 2:34 am

Graf Zahl wrote:I think that one is dealt with in the map loading code. I puiled in some of these fixes from SWP.

Code: Select allExpand view
        // spawn Bouncing Betty (mine) in TD map 09 Warehouse
        if (sp->picnum == 817 && (currentLevel->flags & LEVEL_SW_SPAWNMINES))
            return true;


That check should probably be fully externalized, though, once we have a proper level compatibility patcher like GZDoom.

Wasn't this the fix you commented out originally, though?

I know one was commented because it didn't work as it was.
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Re: Map compatibility fixes

Postby markanini » Sat May 15, 2021 2:53 pm

Phredreeke wrote:Maybe there should be a list on the wiki for maphacks that already exist?

One I checked today, which is implemented in BuildGDX already, is in Twin Dragon's Warehouse. The secret near the start of the level is not accessible at lower difficulties due to a mine necessary to blow up a wall being tagged as only appearing on higher difficulties.

There's also the missing anime babe in Twin dragon level 1 at lower difficulties.
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