Map compatibility fixes

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NightFright
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Map compatibility fixes

Post by NightFright »

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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Graf Zahl
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Re: [1.1.0] Yellow keycard in DUKEDC7

Post by Graf Zahl »

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

Post by axl »

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

Post by Graf Zahl »

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

Post by sinisterseed »

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

Post by Dynamo »

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

Post by markanini »

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

Post by Graf Zahl »

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

Post by sinisterseed »

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

Post by NightFright »

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

Post by Rachael »

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

Post by Phredreeke »

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

Post by Graf Zahl »

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

Code: Select all

        // 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

Post by sinisterseed »

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 all

        // 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

Post by markanini »

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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