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It's not tomorrow, but it's screenshots! Check the second post.
EDIT: I'd much rather just bump the topic, since this is totally new information and all, but I know that's frowned upon and so is double posting. I'm still doing tons more work on Map01 before it's truly "ready."
I redid the generators a fair bit (or more specifically the rooms they're housed in) with some new BLUECOMP textures (I think? The blue computery lines with the grey panels around them, y'know) surrounding an inner sector of the blue thing--it's hard to describe, I guess, but it looks much more detailed and Better.
I also finally seem to have fixed the goddamn polyobj bleeding that the sliding door in the blue key room, mostly by making it open slower, open less, and repeatedly increasing the size of the sectors the doors slide into. (There's actually still a little bit of bleeding, but it's through a wall that's right next to the door with a length of maybe two.) There's also some very slight bleeding on the polyobjs in the generators, but it's nothing more than a two or three pixel wide line. Ignore it, I guess.
The first Bloodied Up Computer Room (originally accessed by the Yellow Key and housed the Exit Door switch) was also almost entirely redone to bring it in line with the generator room, and looks way better. If I have one complaint, it's that I can't find anything better to use for the base of the desks than SHAWN2. (You'll see what I mean.)
I also replaced all the existing Commandos (Machinegunner guys, have Strifeguy sprites) with more powerful Rebels. The reasoning behind this is to better control the player's flow of weapons. There's still two Commandos in the map, but they only show up after you should have the Machinegun. (There's also a Chaingun in the level, but it's hidden well.)
For all intents and purposes, I'm fairly sure the level's done. If there's anything I'd do to it, it'd be some more difficulty balancing (HMP and UV aren't different enough) and maybe dress up the second Red Key Forcefield Generator switch. I'm also considering putting some kind of fancy-looking tech construct around the forcefield itself, just so it feels less "there" and more like part of the actual level.
Alright, due to lack of feedback, I'm releasing the new Map01. This is almost an entirely different beast from last time, so really, guys--give it a try? Please?
There's one slight bug, in the pallete translations of the Zombieman--haven't quite worked that out yet. So for now, they're all brown instead of just some of them. Oh well.
Onslaught Six wrote:Useless bump. Can 'somebody' please try this out and play it? It's one map. Maybe five or ten minutes out of your life. Please?
EDIT: Wow, that was stupid. No wonder nobody was responding. The title said 8/23...
Since its the weekend, most likely I'll play it tomorrow, if not tonight. I've been crammed with schoolwork lately.
We all are. I've only been editing it during my off-time when I'm not doing English papers or Java assignments...
I will say this--now that I've taken a couple programming courses, ACS is 'nothing.' The only thing I've had problems with is that I keep trying to use "print(s:" in Java programs
This level is certainly an improvement from the last in terms of detail. The gameplay was fun at Ultra-Violence.
A couple of things I noticed (I might have missed some things): -In coordinates (1253, -2127), when you open the door to get out, the wall disappears and you can see the door going outward. I believe it's a bug. -Dehumanarmoured has no sound for death. -I felt that during this level, there were too many doors, thus making me a bit confused at times. -The Strife monsters didn't really match with the Doom monsters. Perhaps you could split them up into different levels? -Since there were many hitscan enemies, I felt that there was an overload in ammo. -No music. I assume you'll fix that.
The new DECORATE monsters was a good addition to the wad.
Unknown_Assassin wrote:This level is certainly an improvement from the last in terms of detail. The gameplay was fun at Ultra-Violence.
Well, that's good to know. I usually test on HMP, so I've been wondering if it's at all balanced better on UV.
A couple of things I noticed (I might have missed some things): -In coordinates (1253, -2127), when you open the door to get out, the wall disappears and you can see the door going outward. I believe it's a bug.
Yeah. Damned polyobjects. The real problem here is that, from what I've read and experimented with, you need to have a convex room on both sides of the polyobject--that means you can't have a door, and then open up the wall in front of where the door is supposed to open up. This is exactly what I did, since I built this polyobject like six months ago and didn't know about that limitation. Fixing it would basically require some serious renovation to the "cage" room--which I really don't want to do, but it looks like I'll have to.
-Dehumanarmoured has no sound for death.
I...didn't notice that. I'll have to fix it.
-I felt that during this level, there were too many doors, thus making me a bit confused at times.
There 'are' a lot of doors, and there's a lot of backtracking involved many times, so I could see how it'd be easy to get confused. Playing through it two or three times should get you used to it, though.
-The Strife monsters didn't really match with the Doom monsters. Perhaps you could split them up into different levels?
Ehh. I keep hearing this, but I like 'em together, so. >.>
-Since there were many hitscan enemies, I felt that there was an overload in ammo.
There 'is' a fair lot of ammo available--particularly in Bullets. Mind, there's probably not a whole lot I can do about it without severely reducing the number of enemies in the level--and who wants to do 'that?'
-No music. I assume you'll fix that.
Yes.
The new DECORATE monsters was a good addition to the wad.
Thanks for the feedback in general. I'm glad it's not horribly intolerable or anything!
OK, I've played through again and rather than keep bugging you via PM, I'll just post the few additional points I found here (they may have been mentioned already - but I'm not going back to read the whole thread ):
At least one of the switches to lower the forcefields can be used again after the forcefield has lowered. This doesn't break anything, as far as I can tell, but you do get the message about the forcefield getting switched off again, so it looks silly. You can clear the line's special in the script using "clearlinespecial ();"
The minigun is in a hidden cupboard, but there is no secret credit for finding it.
The room with the start spot is very plain.
The demons behind the green forcefield are definitely reluctant to come out. I stood and watched them for ages and none of them came out. After I killed one, the others could get out.
You have made quite a bit of floor detailing - just be careful with these. Even though the player can happily run over the top of these, to an enemy, some of them will look like steps that are too big to cross.
A few doors (at least the very first one and the soulsphere secret) the door tracks move with the door. Particularly obvious with the soulsphere because the texture is a stone wall not a doortrak.
I noticed quite a few lines that should be x-aligned (particularly in the area with the dark grey/ black startan-like textures).
When you load the WAD into DeePSea, it lists the following:
1. ** Duplicate ** entry710 TSCRN2 in PWAD - ignored (use F7 Lump tool to fix) ** or enable duplicates in F5 project options (Disable this message in F5 - Duplicate msg) F:\Documents and Settings\Nigel_Rowand\Desktop\Bloodshot_demo_map01.wad
2. ** Duplicate ** entry712 TSCRN3 in PWAD - ignored (use F7 Lump tool to fix) ** or enable duplicates in F5 project options (Disable this message in F5 - Duplicate msg) F:\Documents and Settings\Nigel_Rowand\Desktop\Bloodshot_demo_map01.wad
3. ** Duplicate ** entry713 TSCRN4 in PWAD - ignored (use F7 Lump tool to fix) ** or enable duplicates in F5 project options (Disable this message in F5 - Duplicate msg) F:\Documents and Settings\Nigel_Rowand\Desktop\Bloodshot_demo_map01.wad
4. ** Duplicate ** entry714 TSCRN5 in PWAD - ignored (use F7 Lump tool to fix) ** or enable duplicates in F5 project options (Disable this message in F5 - Duplicate msg) F:\Documents and Settings\Nigel_Rowand\Desktop\Bloodshot_demo_map01.wad
5. ** Duplicate ** entry715 TSCRN6 in PWAD - ignored (use F7 Lump tool to fix) ** or enable duplicates in F5 project options (Disable this message in F5 - Duplicate msg) F:\Documents and Settings\Nigel_Rowand\Desktop\Bloodshot_demo_map01.wad
6. ** Duplicate ** entry716 TSCRN8 in PWAD - ignored (use F7 Lump tool to fix) ** or enable duplicates in F5 project options (Disable this message in F5 - Duplicate msg) F:\Documents and Settings\Nigel_Rowand\Desktop\Bloodshot_demo_map01.wad
Those may not cause any problems, I haven't actually checked the lumps in question.
Also, just for the hell of it, here's DeePsea's map checker results:
-- 00000 ** Change Error Check Options to ignore some errors ** -- 00000 * !! TEXTURES checked are per current SETTINGs !! * -- 00000 ** Remove Error Dialog option to manually see errors ** -- 00000 S 00098 Sector 98 is not closed! V 00856 No SideDef starting at Vertex 856 S 00098 Sector 98 is not closed! V 00858 No SideDef ending at Vertex 858 S 00098 Sector 98 is not closed! V 00859 No SideDef starting at Vertex 859 S 00098 Sector 98 is not closed! V 00860 No SideDef ending at Vertex 860 S 00098 Sector 98 is not closed! V 00880 No SideDef ending at Vertex 880 S 00217 Sector 217 is not closed! V 00855 No SideDef starting at Vertex 855 S 00217 Sector 217 is not closed! V 00856 No SideDef ending at Vertex 856 S 00218 Sector 218 is not closed! V 00858 No SideDef starting at Vertex 858 S 00218 Sector 218 is not closed! V 00859 No SideDef ending at Vertex 859 S 00219 Sector 219 is not closed! V 00860 No SideDef starting at Vertex 860 S 00219 Sector 219 is not closed! V 00861 No SideDef ending at Vertex 861 S 00223 Sector 223 is not closed! V 00889 No SideDef ending at Vertex 889 S 00223 Sector 223 is not closed! V 00895 No SideDef starting at Vertex 895 S 00223 Sector 223 is not closed! V 00896 No SideDef ending at Vertex 896 S 00227 Sector 227 is not closed! V 00889 No SideDef starting at Vertex 889 S 00227 Sector 227 is not closed! V 00895 No SideDef ending at Vertex 895 S 00228 Sector 228 is not closed! V 00896 No SideDef starting at Vertex 896 S 00228 Sector 228 is not closed! V 00897 No SideDef ending at Vertex 897 S 00229 Sector 229 is not closed! V 00898 No SideDef starting at Vertex 898 S 00229 Sector 229 is not closed! V 00899 No SideDef ending at Vertex 899 S 00470 Sector 470 is not closed! V 01551 No SideDef starting at Vertex 1551 S 00470 Sector 470 is not closed! V 01566 No SideDef ending at Vertex 1566 S 00471 Sector 471 is not closed! V 01558 No SideDef ending at Vertex 1558 S 00471 Sector 471 is not closed! V 01574 No SideDef starting at Vertex 1574 S 00471 Sector 471 is not closed! V 01579 No SideDef ending at Vertex 1579 S 00471 Sector 471 is not closed! V 01587 No SideDef starting at Vertex 1587 S 00499 Sector 499 is not closed! V 01727 No SideDef starting at Vertex 1727 S 00499 Sector 499 is not closed! V 01734 No SideDef ending at Vertex 1734 S 00504 Sector 504 is not closed! V 01654 No SideDef starting at Vertex 1654 S 00504 Sector 504 is not closed! V 01749 No SideDef ending at Vertex 1749 S 00504 Sector 504 is not closed! V 01755 No SideDef ending at Vertex 1755 S 00504 Sector 504 is not closed! V 01760 No SideDef starting at Vertex 1760 S 00098 Sectors 98 and 215 not closed! S 00215 (Not the same Sector) L 00866 Check LineDef 866 (SideDef1 1286) L 00885 and LineDef 885 (SideDef 1309) S 00098 Sectors 98 and 216 not closed! S 00216 (Not the same Sector) L 00868 Check LineDef 868 (SideDef1 1288) L 00889 and LineDef 889 (SideDef 1316) S 00098 Sectors 98 and 217 not closed! S 00217 (Not the same Sector) L 00870 Check LineDef 870 (SideDef1 1290) L 00893 and LineDef 893 (SideDef 1323) S 00217 Sector 217 not closed! (no opposite Sector Found) L 00870 Check LineDef 870 (SideDef1 1325) L 01550 and LineDef 1550 S 00098 Sectors 98 and 218 not closed! S 00218 (Not the same Sector) L 00872 Check LineDef 872 (SideDef1 1331) L 00896 and LineDef 896 (SideDef 1329) S 00218 Sector 218 not closed! (no opposite Sector Found) L 00872 Check LineDef 872 (SideDef1 1292) L 01550 and LineDef 1550 S 00098 Sectors 98 and 219 not closed! S 00219 (Not the same Sector) L 00874 Check LineDef 874 (SideDef1 1294) L 00900 and LineDef 900 (SideDef 1336) S 00219 Sector 219 not closed! (no opposite Sector Found) L 00874 Check LineDef 874 (SideDef1 1338) L 01553 and LineDef 1553 S 00098 Sectors 98 and 221 not closed! S 00221 (Not the same Sector) L 00878 Check LineDef 878 (SideDef1 1298) L 00907 and LineDef 907 (SideDef 1349) S 00098 Sectors 98 and 214 not closed! S 00214 (Not the same Sector) L 00880 Check LineDef 880 (SideDef1 1300) L 00911 and LineDef 911 (SideDef 1356) S 00098 Sectors 98 and 151 not closed! S 00151 (Not the same Sector) L 00882 Check LineDef 882 (sideDef2 563) L 00865 and LineDef 865 (SideDef 1301) S 00098 Sectors 98 and 224 not closed! S 00224 (Not the same Sector) L 00883 Check LineDef 883 (SideDef1 1306) L 00928 and LineDef 928 (SideDef 1385) S 00215 Sectors 215 and 98 not closed! S 00098 (Not the same Sector) L 00885 Check LineDef 885 (SideDef1 1309) L 00866 and LineDef 866 (SideDef 1286) S 00216 Sectors 216 and 98 not closed! S 00098 (Not the same Sector) L 00889 Check LineDef 889 (SideDef1 1316) L 00868 and LineDef 868 (SideDef 1288) S 00217 Sectors 217 and 98 not closed! S 00098 (Not the same Sector) L 00893 Check LineDef 893 (SideDef1 1323) L 00870 and LineDef 870 (SideDef 1290) S 00218 Sectors 218 and 98 not closed! S 00098 (Not the same Sector) L 00896 Check LineDef 896 (SideDef1 1329) L 00872 and LineDef 872 (SideDef 1331) S 00219 Sectors 219 and 98 not closed! S 00098 (Not the same Sector) L 00900 Check LineDef 900 (SideDef1 1336) L 00874 and LineDef 874 (SideDef 1294) S 00220 Sectors 220 and 98 not closed! S 00098 (Not the same Sector) L 00904 Check LineDef 904 (SideDef1 1343) L 00875 and LineDef 875 (SideDef 1295) S 00221 Sectors 221 and 98 not closed! S 00098 (Not the same Sector) L 00907 Check LineDef 907 (SideDef1 1349) L 00878 and LineDef 878 (SideDef 1298) S 00214 Sectors 214 and 98 not closed! S 00098 (Not the same Sector) L 00910 Check LineDef 910 (sideDef2 1355) L 00417 and LineDef 417 (SideDef 569) S 00214 Sectors 214 and 98 not closed! S 00098 (Not the same Sector) L 00911 Check LineDef 911 (SideDef1 1356) L 00880 and LineDef 880 (SideDef 1300) S 00098 Sectors 98 and 151 not closed! S 00151 (Not the same Sector) L 00927 Check LineDef 927 (sideDef2 1383) L 00925 and LineDef 925 (SideDef 1378) S 00224 Sectors 224 and 98 not closed! S 00098 (Not the same Sector) L 00928 Check LineDef 928 (sideDef2 1385) L 00883 and LineDef 883 (SideDef 1306) S 00224 Sectors 224 and 98 not closed! S 00098 (Not the same Sector) L 00929 Check LineDef 929 (sideDef2 1387) L 00416 and LineDef 416 (SideDef 1303) S 00223 Sectors 223 and 227 not closed! S 00227 (Not the same Sector) L 00935 Check LineDef 935 (SideDef1 1396) L 00946 and LineDef 946 (SideDef 1417) S 00227 Sector 227 not closed! (no opposite Sector Found) L 00935 Check LineDef 935 (SideDef1 1413) L 00182 and LineDef 182 S 00223 Sectors 223 and 228 not closed! S 00228 (Not the same Sector) L 00937 Check LineDef 937 (SideDef1 1398) L 00950 and LineDef 950 (SideDef 1423) S 00228 Sector 228 not closed! (no opposite Sector Found) L 00937 Check LineDef 937 (SideDef1 1419) L 00182 and LineDef 182 S 00223 Sectors 223 and 229 not closed! S 00229 (Not the same Sector) L 00939 Check LineDef 939 (SideDef1 1402) L 00953 and LineDef 953 (SideDef 1430) S 00229 Sector 229 not closed! (no opposite Sector Found) L 00939 Check LineDef 939 (SideDef1 1426) L 01769 and LineDef 1769 S 00226 Sectors 226 and 223 not closed! S 00223 (Not the same Sector) L 00941 Check LineDef 941 (sideDef2 1404) L 00934 and LineDef 934 (SideDef 1395) S 00223 Sector 223 not closed! (no opposite Sector Found) L 00942 Check LineDef 942 (SideDef1 1409) L 01774 and LineDef 1774 S 00223 Sectors 223 and 230 not closed! S 00230 (Not the same Sector) L 00943 Check LineDef 943 (SideDef1 1406) L 00956 and LineDef 956 (SideDef 1434) S 00227 Sectors 227 and 223 not closed! S 00223 (Not the same Sector) L 00946 Check LineDef 946 (sideDef2 1417) L 00935 and LineDef 935 (SideDef 1396) S 00228 Sectors 228 and 223 not closed! S 00223 (Not the same Sector) L 00950 Check LineDef 950 (sideDef2 1423) L 00937 and LineDef 937 (SideDef 1398) S 00229 Sectors 229 and 223 not closed! S 00223 (Not the same Sector) L 00953 Check LineDef 953 (sideDef2 1430) L 00939 and LineDef 939 (SideDef 1402) S 00472 Sectors 472 and 470 not closed! S 00470 (Not the same Sector) L 01919 Check LineDef 1919 (SideDef1 3007) L 02208 and LineDef 2208 (SideDef 3482) S 00466 Sector 466 not closed! (no opposite Sector Found) L 01938 Check LineDef 1938 (SideDef1 3256) L 01929 and LineDef 1929 S 00054 Sectors 54 and 46 not closed! S 00046 (Not the same Sector) L 02122 Check LineDef 2122 (SideDef1 3327) L 00287 and LineDef 287 (SideDef 212) S 00498 Sectors 498 and 499 not closed! S 00499 (Not the same Sector) L 02138 Check LineDef 2138 (SideDef1 3347) L 02147 and LineDef 2147 (SideDef 3364) S 00054 Sectors 54 and 46 not closed! S 00046 (Not the same Sector) L 02140 Check LineDef 2140 (sideDef2 3374) L 00287 and LineDef 287 (SideDef 212) S 00501 Sectors 501 and 54 not closed! S 00054 (Not the same Sector) L 02143 Check LineDef 2143 (sideDef2 3357) L 00145 and LineDef 145 (SideDef 248) S 00501 Sectors 501 and 54 not closed! S 00054 (Not the same Sector) L 02146 Check LineDef 2146 (sideDef2 3363) L 00145 and LineDef 145 (SideDef 248) S 00501 Sectors 501 and 54 not closed! S 00054 (Not the same Sector) L 02149 Check LineDef 2149 (SideDef1 3355) L 00145 and LineDef 145 (SideDef 248) S 00501 Sectors 501 and 54 not closed! S 00054 (Not the same Sector) L 02151 Check LineDef 2151 (sideDef2 3351) L 00145 and LineDef 145 (SideDef 248) S 00509 Sectors 509 and 54 not closed! S 00054 (Not the same Sector) L 02165 Check LineDef 2165 (sideDef2 3395) L 00145 and LineDef 145 (SideDef 248) S 00054 Sectors 54 and 46 not closed! S 00046 (Not the same Sector) L 02169 Check LineDef 2169 (sideDef2 3431) L 00295 and LineDef 295 (SideDef 399) S 00509 Sectors 509 and 54 not closed! S 00054 (Not the same Sector) L 02173 Check LineDef 2173 (SideDef1 3409) L 00145 and LineDef 145 (SideDef 248) S 00509 Sector 509 not closed! (no opposite Sector Found) L 02173 Check LineDef 2173 (SideDef1 3410) L 02167 and LineDef 2167 S 00509 Sectors 509 and 54 not closed! S 00054 (Not the same Sector) L 02174 Check LineDef 2174 (sideDef2 3420) L 00145 and LineDef 145 (SideDef 248) S 00054 Sectors 54 and 46 not closed! S 00046 (Not the same Sector) L 02177 Check LineDef 2177 (sideDef2 3432) L 00295 and LineDef 295 (SideDef 399) S 00509 Sectors 509 and 54 not closed! S 00054 (Not the same Sector) L 02179 Check LineDef 2179 (sideDef2 3422) L 00145 and LineDef 145 (SideDef 248) L 00411 line 411 possible problem L 00866 line 866 possible problem L 00867 line 867 possible problem L 00868 line 868 possible problem L 00877 line 877 possible problem L 00878 line 878 possible problem L 00879 line 879 possible problem L 00880 line 880 possible problem L 00883 line 883 possible problem L 00886 line 886 possible problem L 00890 line 890 possible problem L 00908 line 908 possible problem L 00912 line 912 possible problem L 00930 line 930 possible problem L 00930 LineDef 930 and 883 share the same Vertices L 00912 LineDef 912 and 880 share the same Vertices L 00908 LineDef 908 and 878 share the same Vertices L 00890 LineDef 890 and 868 share the same Vertices L 00886 LineDef 886 and 866 share the same Vertices V 00880 Vertex 880 is on LineDef 875 V 00869 Vertex 869 is on LineDef 417 V 00891 Vertex 891 is on LineDef 416 V 00900 Vertex 901 is on LineDef 929 V 01735 Vertex 1736 is on LineDef 145 V 01757 Vertex 1758 is on LineDef 2725 L 00416 LineDefs 416 & 923 are Superimposed L 00882 LineDefs 882 & 2721 are Superimposed L 00903 LineDefs 903 & 2720 are Superimposed L 00937 LineDefs 937 & 2721 are Superimposed L 01923 Some LineDefs have only 1 side (starting with 1923) L 00929 Some LineDefs have 2 sides (starting with 929) -- 00000 But their 2-sided bit is not set -- 00000 7 SideDefs are not used S 00214 Sector 214 has its ceiling lower than its floor. S 00215 Sector 215 has its ceiling lower than its floor. S 00216 Sector 216 has its ceiling lower than its floor. S 00217 Sector 217 has its ceiling lower than its floor. S 00218 Sector 218 has its ceiling lower than its floor. S 00219 Sector 219 has its ceiling lower than its floor. S 00220 Sector 220 has its ceiling lower than its floor. S 00221 Sector 221 has its ceiling lower than its floor. S 00224 Sector 224 has its ceiling lower than its floor. L 00713 Linedef 713: sideDef1 2782 has no upper texture L 00713 Linedef 713: sideDef1 2782 has no lower texture L 00870 Linedef 870: sideDef1 1289 has no upper texture L 00872 Linedef 872: sideDef1 1326 has no upper texture L 00874 Linedef 874: sideDef1 1293 has no upper texture L 00913 Linedef 913: sideDef1 2535 has no upper texture L 00913 Linedef 913: sideDef1 2535 has no lower texture L 00923 Linedef 923: sideDef2 1377 has no lower texture L 00924 Linedef 924: sideDef2 1379 has no lower texture L 00929 Linedef 929: sideDef1 1387 has no upper texture L 00931 Linedef 931: sideDef1 1389 has no upper texture L 00933 Linedef 933: sideDef1 1393 has no upper texture L 00936 Linedef 936: sideDef2 1399 has no upper texture L 01231 Linedef 1231: sideDef1 2541 has no upper texture L 01231 Linedef 1231: sideDef1 2541 has no lower texture L 01360 Linedef 1360: sideDef1 2161 has no upper texture L 01360 Linedef 1360: sideDef2 2168 has no lower texture L 01365 Linedef 1365: sideDef1 2166 has no upper texture L 01365 Linedef 1365: sideDef2 2172 has no lower texture L 01379 Linedef 1379: sideDef1 2775 has no upper texture L 01379 Linedef 1379: sideDef1 2775 has no lower texture L 01583 Linedef 1583: sideDef1 3273 has no upper texture L 01583 Linedef 1583: sideDef1 3273 has no lower texture L 01585 Linedef 1585: sideDef1 3275 has no upper texture L 01585 Linedef 1585: sideDef1 3275 has no lower texture L 01601 Linedef 1601: sideDef1 1612 has no upper texture L 01601 Linedef 1601: sideDef1 1612 has no lower texture L 01608 Linedef 1608: sideDef1 2696 has no upper texture L 01608 Linedef 1608: sideDef1 2696 has no lower texture L 01609 Linedef 1609: sideDef1 3279 has no upper texture L 01609 Linedef 1609: sideDef1 3279 has no lower texture L 01617 Linedef 1617: sideDef1 3271 has no upper texture L 01617 Linedef 1617: sideDef1 3271 has no lower texture L 01618 Linedef 1618: sideDef1 3277 has no upper texture L 01618 Linedef 1618: sideDef1 3277 has no lower texture L 01709 Linedef 1709: sideDef1 2702 has no upper texture L 01709 Linedef 1709: sideDef1 2702 has no lower texture L 01753 Linedef 1753: sideDef1 1632 has no upper texture L 01753 Linedef 1753: sideDef1 1632 has no lower texture L 01754 Linedef 1754: sideDef1 1633 has no upper texture L 01754 Linedef 1754: sideDef1 1633 has no lower texture L 01760 Linedef 1760: sideDef1 2780 has no upper texture L 01760 Linedef 1760: sideDef1 2780 has no lower texture L 01770 Linedef 1770: sideDef1 2800 has no lower texture L 01796 Linedef 1796: sideDef1 2769 has no upper texture L 01796 Linedef 1796: sideDef1 2769 has no lower texture L 01931 Linedef 1931: sideDef1 3027 has no lower texture L 01934 Linedef 1934: sideDef1 2977 has no lower texture L 02139 Linedef 2139: sideDef1 3350 has no lower texture L 02166 Linedef 2166: sideDef1 3397 has no lower texture L 02179 Linedef 2179: sideDef1 3426 has no upper texture L 02179 Linedef 2179: sideDef1 3426 has no lower texture L 02180 Linedef 2180: sideDef1 3428 has no upper texture L 02180 Linedef 2180: sideDef1 3428 has no lower texture L 02181 Linedef 2181: sideDef1 3430 has no upper texture L 02181 Linedef 2181: sideDef1 3430 has no lower texture L 02182 Linedef 2182: sideDef1 3432 has no upper texture L 02182 Linedef 2182: sideDef1 3432 has no lower texture L 02183 Linedef 2183: sideDef1 3434 has no upper texture L 02183 Linedef 2183: sideDef1 3434 has no lower texture L 02184 Linedef 2184: sideDef1 3436 has no upper texture L 02184 Linedef 2184: sideDef1 3436 has no lower texture L 02185 Linedef 2185: sideDef1 3438 has no upper texture L 02185 Linedef 2185: sideDef1 3438 has no lower texture L 02187 Linedef 2187: sideDef1 3442 has no upper texture L 02187 Linedef 2187: sideDef1 3442 has no lower texture L 02188 Linedef 2188: sideDef1 3444 has no upper texture L 02188 Linedef 2188: sideDef1 3444 has no lower texture L 02189 Linedef 2189: sideDef1 3446 has no upper texture L 02189 Linedef 2189: sideDef1 3446 has no lower texture L 02190 Linedef 2190: sideDef1 3448 has no upper texture L 02190 Linedef 2190: sideDef1 3448 has no lower texture L 02193 Linedef 2193: sideDef1 3454 has no upper texture L 02193 Linedef 2193: sideDef1 3454 has no lower texture L 02194 Linedef 2194: sideDef1 3456 has no upper texture L 02194 Linedef 2194: sideDef1 3456 has no lower texture L 02195 Linedef 2195: sideDef1 3458 has no upper texture L 02195 Linedef 2195: sideDef1 3458 has no lower texture L 02196 Linedef 2196: sideDef1 3460 has no upper texture L 02196 Linedef 2196: sideDef1 3460 has no lower texture L 02197 Linedef 2197: sideDef1 3462 has no upper texture L 02197 Linedef 2197: sideDef1 3462 has no lower texture L 02336 Linedef 2336: sideDef2 3665 has no upper texture L 02336 Linedef 2336: sideDef2 3665 has no lower texture -- 00000 Player 5 6 7 8 Starting positions missing. -- 00000 Only 0 DeathMatch starts present. T 00001 Thing 1, Invalid Type 32000 -- 00000 Found 1 Red key keys but no Red key Door -- 00000 Key could be used in a different level? -- 00000 Found 1 Blue key keys but no Blue key Door -- 00000 Key could be used in a different level? -- 00000 Found 1 Yellow key keys but no Yellow key Door -- 00000 Key could be used in a different level? L 00006 LineDef 6, type 202 requires a Sector tag L 00010 LineDef 10, type 202 requires a Sector tag L 00024 LineDef 24, type 202 requires a Sector tag L 00028 LineDef 28, type 202 requires a Sector tag L 00059 LineDef 59, type 202 requires a Sector tag L 00074 LineDef 74, type 202 requires a Sector tag L 00147 LineDef 147, type 202 requires a Sector tag L 00164 LineDef 164, type 202 requires a Sector tag L 00179 LineDef 179, type 202 requires a Sector tag L 00211 LineDef 211, type 202 requires a Sector tag L 00262 LineDef 262, type 202 requires a Sector tag L 00341 LineDef 341, type 202 requires a Sector tag L 00342 LineDef 342, type 202 requires a Sector tag L 00396 LineDef 396, type 202 requires a Sector tag L 00399 LineDef 399, type 202 requires a Sector tag L 00450 LineDef 450, type 202 requires a Sector tag L 00469 LineDef 469, type 202 requires a Sector tag L 00496 LineDef 496, type 202 requires a Sector tag L 00500 LineDef 500, type 202 requires a Sector tag L 00536 LineDef 536, type 202 requires a Sector tag L 00600 LineDef 600, type 202 requires a Sector tag L 00603 LineDef 603, type 202 requires a Sector tag L 01044 LineDef 1044, type 202 requires a Sector tag L 01133 LineDef 1133, type 202 requires a Sector tag L 01140 LineDef 1140, type 202 requires a Sector tag L 01186 LineDef 1186, type 202 requires a Sector tag L 01189 LineDef 1189, type 202 requires a Sector tag L 01190 LineDef 1190, type 202 requires a Sector tag L 01230 LineDef 1230, type 202 requires a Sector tag L 01385 LineDef 1385, type 202 requires a Sector tag L 01389 LineDef 1389, type 202 requires a Sector tag L 01545 LineDef 1545, type 202 requires a Sector tag L 01546 LineDef 1546, type 202 requires a Sector tag L 01587 LineDef 1587, type 202 requires a Sector tag L 01591 LineDef 1591, type 202 requires a Sector tag L 01714 LineDef 1714, type 202 requires a Sector tag L 01716 LineDef 1716, type 202 requires a Sector tag L 01740 LineDef 1740, type 202 requires a Sector tag L 01798 LineDef 1798, type 202 requires a Sector tag L 01881 LineDef 1881, type 202 requires a Sector tag L 01886 LineDef 1886, type 202 requires a Sector tag L 02096 LineDef 2096, type 202 requires a Sector tag L 02097 LineDef 2097, type 202 requires a Sector tag L 02111 LineDef 2111, type 202 requires a Sector tag L 02112 LineDef 2112, type 202 requires a Sector tag
Some of those will not be serious, and may even be wrong (I think the line type 202 errors are fine for example). Also, some of them are the result of a few vertices sharing the same place and me selecting to merge them to allow the error checker to continue.
Specifically: line 930 and 883 share the same vertices 912 and 880 908 and 878 890 and 868 886 and 866
Vertex 880 is on line 875 869 is on 417 891 is on 416 901 is on 929 1736 is on 145 1758 is on 2725
Lines 416 and 923 are superimposed 882 and 2721 are superimposed 903 and 2720 937 and 2721
Some lines are only 1 sided but not set as impassable (although this will not cause a problem in game as 1s lines are treated as impassable even without the flag set)
Some lines have 2 sides but are not flagged as 2 sided. Again, I don't think this is actually a problem.
Like I said, a lot of that won't actually be a problem. DeePsea's error checker is quite strict and it has no way of knowing about things like deliberate "bugs" in a level. But I thought I'd let you see it anyway.
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
Enjay wrote:The demons behind the green forcefield are definitely reluctant to come out. I stood and watched them for ages and none of them came out. After I killed one, the others could get out.
I haven't had this problem. They came out after I killed the units that transported.
Enjay wrote:OK, I've played through again and rather than keep bugging you via PM, I'll just post the few additional points I found here (they may have been mentioned already - but I'm not going back to read the whole thread ):
Feedback is always welcome, yes--even if it's a duplicate of someone else's complaint, that at least shows me that it's happening to more than one person.
At least one of the switches to lower the forcefields can be used again after the forcefield has lowered. This doesn't break anything, as far as I can tell, but you do get the message about the forcefield getting switched off again, so it looks silly. You can clear the line's special in the script using "clearlinespecial ();"
Huh. I haven't actually tried to switch the switches again after the forcefields have lowered. If it's anything, it's probably because the switches allow you to repeat calling the script (so that, if you hit the switch and the generator isn't turned off, you can switch it again once the generator's off). I'll try what you said.
The minigun is in a hidden cupboard, but there is no secret credit for finding it.
There isn't? I explicitly made that area secret, so I dunno. I'll test it when I get home.
The room with the start spot is very plain.
Yes, sadly, it is. Mostly because originally you started in the big hub room with the Shotgun, but then I added enemies to it and, well.
The demons behind the green forcefield are definitely reluctant to come out. I stood and watched them for ages and none of them came out. After I killed one, the others could get out.
Unknown_Assassin wrote:I haven't had this problem. They came out after I killed the units that transported.
Though U_A is implying he killed the Acolytes that spawn after you pick up the key, this isn't the actual intended behaviour. Anyway, the fact that the Demons have problems coming out is oddly variable--if you quickly run into the room and hit the switch, they'll notice you right away and won't have time to get stuck against each other, and will be able to come out--but if you spent some time with them active before undoing the cage, they'll get stuck.
The reason they keep getting stuck is because I've got different numbers of them there for different difficulty levels, and for some reason I positioned them so they were all seperate while looking at all difficulty levels. I've moved them around to give them all more room now, so this should be fixed.
Incidentally, I've toyed with the idea of expanding that whole area to have several forcefielded prison cells--but I think I'm gonna save that idea for another level. No use in cramming all the good ideas into one level, right?
Enjay wrote:You have made quite a bit of floor detailing - just be careful with these. Even though the player can happily run over the top of these, to an enemy, some of them will look like steps that are too big to cross.
I was worried about this, but I tried to position the enemies in such a way that this wouldn't happen. I'll run some tests.
A few doors (at least the very first one and the soulsphere secret) the door tracks move with the door. Particularly obvious with the soulsphere because the texture is a stone wall not a doortrak.
Oops. I'd always planned to do a full check and make sure all the doortracks were lower unpegged, but I guess I haven't gotten around to it yet.
I noticed quite a few lines that should be x-aligned (particularly in the area with the dark grey/ black startan-like textures).
That's because the version of the textures you have aren't actually the correct size--they're two or three pixels short. This is a result of (stupidly) looking at the TEXTURE1 lump of the original STARTAN texture, printscreening, and using that as my base. This cut off a pixel or two on every edge, causing it to be massively misaligned. I've redone the black STARTAN texture now, so it should line up properly.
When you load the WAD into DeePSea, it lists the following:
Simple way to get rid of that error: Use Doom Builder.
1. ** Duplicate ** entry710 TSCRN2 in PWAD - ignored (use F7 Lump tool to fix) ** or enable duplicates in F5 project options (Disable this message in F5 - Duplicate msg) F:\Documents and Settings\Nigel_Rowand\Desktop\Bloodshot_demo_map01.wad
2. ** Duplicate ** entry712 TSCRN3 in PWAD - ignored (use F7 Lump tool to fix) ** or enable duplicates in F5 project options (Disable this message in F5 - Duplicate msg) F:\Documents and Settings\Nigel_Rowand\Desktop\Bloodshot_demo_map01.wad
3. ** Duplicate ** entry713 TSCRN4 in PWAD - ignored (use F7 Lump tool to fix) ** or enable duplicates in F5 project options (Disable this message in F5 - Duplicate msg) F:\Documents and Settings\Nigel_Rowand\Desktop\Bloodshot_demo_map01.wad
4. ** Duplicate ** entry714 TSCRN5 in PWAD - ignored (use F7 Lump tool to fix) ** or enable duplicates in F5 project options (Disable this message in F5 - Duplicate msg) F:\Documents and Settings\Nigel_Rowand\Desktop\Bloodshot_demo_map01.wad
5. ** Duplicate ** entry715 TSCRN6 in PWAD - ignored (use F7 Lump tool to fix) ** or enable duplicates in F5 project options (Disable this message in F5 - Duplicate msg) F:\Documents and Settings\Nigel_Rowand\Desktop\Bloodshot_demo_map01.wad
6. ** Duplicate ** entry716 TSCRN8 in PWAD - ignored (use F7 Lump tool to fix) ** or enable duplicates in F5 project options (Disable this message in F5 - Duplicate msg) F:\Documents and Settings\Nigel_Rowand\Desktop\Bloodshot_demo_map01.wad
Those may not cause any problems, I haven't actually checked the lumps in question.
Those are actually some of the patch graphics for those many monitors of the planets (I forget what texture it is originally), just copied over as textures so I can use them as well graphics. Likely, DeePsea thinks there's some kind of conflict, but there really isn't. ZDoom doesn't give me an error either, as far as I can see.
Also, just for the hell of it, here's DeePsea's map checker results:
-- 00000 ** Change Error Check Options to ignore some errors ** -- 00000 * !! TEXTURES checked are per current SETTINGs !! * -- 00000 ** Remove Error Dialog option to manually see errors ** -- 00000 S 00098 Sector 98 is not closed! V 00856 No SideDef starting at Vertex 856 S 00098 Sector 98 is not closed! V 00858 No SideDef ending at Vertex 858 S 00098 Sector 98 is not closed! V 00859 No SideDef starting at Vertex 859 S 00098 Sector 98 is not closed! V 00860 No SideDef ending at Vertex 860 S 00098 Sector 98 is not closed! V 00880 No SideDef ending at Vertex 880 S 00217 Sector 217 is not closed! V 00855 No SideDef starting at Vertex 855 S 00217 Sector 217 is not closed! V 00856 No SideDef ending at Vertex 856 S 00218 Sector 218 is not closed! V 00858 No SideDef starting at Vertex 858 S 00218 Sector 218 is not closed! V 00859 No SideDef ending at Vertex 859 S 00219 Sector 219 is not closed! V 00860 No SideDef starting at Vertex 860 S 00219 Sector 219 is not closed! V 00861 No SideDef ending at Vertex 861 S 00223 Sector 223 is not closed! V 00889 No SideDef ending at Vertex 889 S 00223 Sector 223 is not closed! V 00895 No SideDef starting at Vertex 895 S 00223 Sector 223 is not closed! V 00896 No SideDef ending at Vertex 896 S 00227 Sector 227 is not closed! V 00889 No SideDef starting at Vertex 889 S 00227 Sector 227 is not closed! V 00895 No SideDef ending at Vertex 895 S 00228 Sector 228 is not closed! V 00896 No SideDef starting at Vertex 896 S 00228 Sector 228 is not closed! V 00897 No SideDef ending at Vertex 897 S 00229 Sector 229 is not closed! V 00898 No SideDef starting at Vertex 898 S 00229 Sector 229 is not closed! V 00899 No SideDef ending at Vertex 899 S 00470 Sector 470 is not closed! V 01551 No SideDef starting at Vertex 1551 S 00470 Sector 470 is not closed! V 01566 No SideDef ending at Vertex 1566 S 00471 Sector 471 is not closed! V 01558 No SideDef ending at Vertex 1558 S 00471 Sector 471 is not closed! V 01574 No SideDef starting at Vertex 1574 S 00471 Sector 471 is not closed! V 01579 No SideDef ending at Vertex 1579 S 00471 Sector 471 is not closed! V 01587 No SideDef starting at Vertex 1587 S 00499 Sector 499 is not closed! V 01727 No SideDef starting at Vertex 1727 S 00499 Sector 499 is not closed! V 01734 No SideDef ending at Vertex 1734 S 00504 Sector 504 is not closed! V 01654 No SideDef starting at Vertex 1654 S 00504 Sector 504 is not closed! V 01749 No SideDef ending at Vertex 1749 S 00504 Sector 504 is not closed! V 01755 No SideDef ending at Vertex 1755 S 00504 Sector 504 is not closed! V 01760 No SideDef starting at Vertex 1760 S 00098 Sectors 98 and 215 not closed! S 00215 (Not the same Sector) L 00866 Check LineDef 866 (SideDef1 1286) L 00885 and LineDef 885 (SideDef 1309) S 00098 Sectors 98 and 216 not closed! S 00216 (Not the same Sector) L 00868 Check LineDef 868 (SideDef1 1288) L 00889 and LineDef 889 (SideDef 1316) S 00098 Sectors 98 and 217 not closed! S 00217 (Not the same Sector) L 00870 Check LineDef 870 (SideDef1 1290) L 00893 and LineDef 893 (SideDef 1323) S 00217 Sector 217 not closed! (no opposite Sector Found) L 00870 Check LineDef 870 (SideDef1 1325) L 01550 and LineDef 1550 S 00098 Sectors 98 and 218 not closed! S 00218 (Not the same Sector) L 00872 Check LineDef 872 (SideDef1 1331) L 00896 and LineDef 896 (SideDef 1329) S 00218 Sector 218 not closed! (no opposite Sector Found) L 00872 Check LineDef 872 (SideDef1 1292) L 01550 and LineDef 1550 S 00098 Sectors 98 and 219 not closed! S 00219 (Not the same Sector) L 00874 Check LineDef 874 (SideDef1 1294) L 00900 and LineDef 900 (SideDef 1336) S 00219 Sector 219 not closed! (no opposite Sector Found) L 00874 Check LineDef 874 (SideDef1 1338) L 01553 and LineDef 1553 S 00098 Sectors 98 and 221 not closed! S 00221 (Not the same Sector) L 00878 Check LineDef 878 (SideDef1 1298) L 00907 and LineDef 907 (SideDef 1349) S 00098 Sectors 98 and 214 not closed! S 00214 (Not the same Sector) L 00880 Check LineDef 880 (SideDef1 1300) L 00911 and LineDef 911 (SideDef 1356) S 00098 Sectors 98 and 151 not closed! S 00151 (Not the same Sector) L 00882 Check LineDef 882 (sideDef2 563) L 00865 and LineDef 865 (SideDef 1301) S 00098 Sectors 98 and 224 not closed! S 00224 (Not the same Sector) L 00883 Check LineDef 883 (SideDef1 1306) L 00928 and LineDef 928 (SideDef 1385) S 00215 Sectors 215 and 98 not closed! S 00098 (Not the same Sector) L 00885 Check LineDef 885 (SideDef1 1309) L 00866 and LineDef 866 (SideDef 1286) S 00216 Sectors 216 and 98 not closed! S 00098 (Not the same Sector) L 00889 Check LineDef 889 (SideDef1 1316) L 00868 and LineDef 868 (SideDef 1288) S 00217 Sectors 217 and 98 not closed! S 00098 (Not the same Sector) L 00893 Check LineDef 893 (SideDef1 1323) L 00870 and LineDef 870 (SideDef 1290) S 00218 Sectors 218 and 98 not closed! S 00098 (Not the same Sector) L 00896 Check LineDef 896 (SideDef1 1329) L 00872 and LineDef 872 (SideDef 1331) S 00219 Sectors 219 and 98 not closed! S 00098 (Not the same Sector) L 00900 Check LineDef 900 (SideDef1 1336) L 00874 and LineDef 874 (SideDef 1294) S 00220 Sectors 220 and 98 not closed! S 00098 (Not the same Sector) L 00904 Check LineDef 904 (SideDef1 1343) L 00875 and LineDef 875 (SideDef 1295) S 00221 Sectors 221 and 98 not closed! S 00098 (Not the same Sector) L 00907 Check LineDef 907 (SideDef1 1349) L 00878 and LineDef 878 (SideDef 1298) S 00214 Sectors 214 and 98 not closed! S 00098 (Not the same Sector) L 00910 Check LineDef 910 (sideDef2 1355) L 00417 and LineDef 417 (SideDef 569) S 00214 Sectors 214 and 98 not closed! S 00098 (Not the same Sector) L 00911 Check LineDef 911 (SideDef1 1356) L 00880 and LineDef 880 (SideDef 1300) S 00098 Sectors 98 and 151 not closed! S 00151 (Not the same Sector) L 00927 Check LineDef 927 (sideDef2 1383) L 00925 and LineDef 925 (SideDef 1378) S 00224 Sectors 224 and 98 not closed! S 00098 (Not the same Sector) L 00928 Check LineDef 928 (sideDef2 1385) L 00883 and LineDef 883 (SideDef 1306) S 00224 Sectors 224 and 98 not closed! S 00098 (Not the same Sector) L 00929 Check LineDef 929 (sideDef2 1387) L 00416 and LineDef 416 (SideDef 1303) S 00223 Sectors 223 and 227 not closed! S 00227 (Not the same Sector) L 00935 Check LineDef 935 (SideDef1 1396) L 00946 and LineDef 946 (SideDef 1417) S 00227 Sector 227 not closed! (no opposite Sector Found) L 00935 Check LineDef 935 (SideDef1 1413) L 00182 and LineDef 182 S 00223 Sectors 223 and 228 not closed! S 00228 (Not the same Sector) L 00937 Check LineDef 937 (SideDef1 1398) L 00950 and LineDef 950 (SideDef 1423) S 00228 Sector 228 not closed! (no opposite Sector Found) L 00937 Check LineDef 937 (SideDef1 1419) L 00182 and LineDef 182 S 00223 Sectors 223 and 229 not closed! S 00229 (Not the same Sector) L 00939 Check LineDef 939 (SideDef1 1402) L 00953 and LineDef 953 (SideDef 1430) S 00229 Sector 229 not closed! (no opposite Sector Found) L 00939 Check LineDef 939 (SideDef1 1426) L 01769 and LineDef 1769 S 00226 Sectors 226 and 223 not closed! S 00223 (Not the same Sector) L 00941 Check LineDef 941 (sideDef2 1404) L 00934 and LineDef 934 (SideDef 1395) S 00223 Sector 223 not closed! (no opposite Sector Found) L 00942 Check LineDef 942 (SideDef1 1409) L 01774 and LineDef 1774 S 00223 Sectors 223 and 230 not closed! S 00230 (Not the same Sector) L 00943 Check LineDef 943 (SideDef1 1406) L 00956 and LineDef 956 (SideDef 1434) S 00227 Sectors 227 and 223 not closed! S 00223 (Not the same Sector) L 00946 Check LineDef 946 (sideDef2 1417) L 00935 and LineDef 935 (SideDef 1396) S 00228 Sectors 228 and 223 not closed! S 00223 (Not the same Sector) L 00950 Check LineDef 950 (sideDef2 1423) L 00937 and LineDef 937 (SideDef 1398) S 00229 Sectors 229 and 223 not closed! S 00223 (Not the same Sector) L 00953 Check LineDef 953 (sideDef2 1430) L 00939 and LineDef 939 (SideDef 1402) S 00472 Sectors 472 and 470 not closed! S 00470 (Not the same Sector) L 01919 Check LineDef 1919 (SideDef1 3007) L 02208 and LineDef 2208 (SideDef 3482) S 00466 Sector 466 not closed! (no opposite Sector Found) L 01938 Check LineDef 1938 (SideDef1 3256) L 01929 and LineDef 1929 S 00054 Sectors 54 and 46 not closed! S 00046 (Not the same Sector) L 02122 Check LineDef 2122 (SideDef1 3327) L 00287 and LineDef 287 (SideDef 212) S 00498 Sectors 498 and 499 not closed! S 00499 (Not the same Sector) L 02138 Check LineDef 2138 (SideDef1 3347) L 02147 and LineDef 2147 (SideDef 3364) S 00054 Sectors 54 and 46 not closed! S 00046 (Not the same Sector) L 02140 Check LineDef 2140 (sideDef2 3374) L 00287 and LineDef 287 (SideDef 212) S 00501 Sectors 501 and 54 not closed! S 00054 (Not the same Sector) L 02143 Check LineDef 2143 (sideDef2 3357) L 00145 and LineDef 145 (SideDef 248) S 00501 Sectors 501 and 54 not closed! S 00054 (Not the same Sector) L 02146 Check LineDef 2146 (sideDef2 3363) L 00145 and LineDef 145 (SideDef 248) S 00501 Sectors 501 and 54 not closed! S 00054 (Not the same Sector) L 02149 Check LineDef 2149 (SideDef1 3355) L 00145 and LineDef 145 (SideDef 248) S 00501 Sectors 501 and 54 not closed! S 00054 (Not the same Sector) L 02151 Check LineDef 2151 (sideDef2 3351) L 00145 and LineDef 145 (SideDef 248) S 00509 Sectors 509 and 54 not closed! S 00054 (Not the same Sector) L 02165 Check LineDef 2165 (sideDef2 3395) L 00145 and LineDef 145 (SideDef 248) S 00054 Sectors 54 and 46 not closed! S 00046 (Not the same Sector) L 02169 Check LineDef 2169 (sideDef2 3431) L 00295 and LineDef 295 (SideDef 399) S 00509 Sectors 509 and 54 not closed! S 00054 (Not the same Sector) L 02173 Check LineDef 2173 (SideDef1 3409) L 00145 and LineDef 145 (SideDef 248) S 00509 Sector 509 not closed! (no opposite Sector Found) L 02173 Check LineDef 2173 (SideDef1 3410) L 02167 and LineDef 2167 S 00509 Sectors 509 and 54 not closed! S 00054 (Not the same Sector) L 02174 Check LineDef 2174 (sideDef2 3420) L 00145 and LineDef 145 (SideDef 248) S 00054 Sectors 54 and 46 not closed! S 00046 (Not the same Sector) L 02177 Check LineDef 2177 (sideDef2 3432) L 00295 and LineDef 295 (SideDef 399) S 00509 Sectors 509 and 54 not closed! S 00054 (Not the same Sector) L 02179 Check LineDef 2179 (sideDef2 3422) L 00145 and LineDef 145 (SideDef 248) L 00411 line 411 possible problem L 00866 line 866 possible problem L 00867 line 867 possible problem L 00868 line 868 possible problem L 00877 line 877 possible problem L 00878 line 878 possible problem L 00879 line 879 possible problem L 00880 line 880 possible problem L 00883 line 883 possible problem L 00886 line 886 possible problem L 00890 line 890 possible problem L 00908 line 908 possible problem L 00912 line 912 possible problem L 00930 line 930 possible problem L 00930 LineDef 930 and 883 share the same Vertices L 00912 LineDef 912 and 880 share the same Vertices L 00908 LineDef 908 and 878 share the same Vertices L 00890 LineDef 890 and 868 share the same Vertices L 00886 LineDef 886 and 866 share the same Vertices V 00880 Vertex 880 is on LineDef 875 V 00869 Vertex 869 is on LineDef 417 V 00891 Vertex 891 is on LineDef 416 V 00900 Vertex 901 is on LineDef 929 V 01735 Vertex 1736 is on LineDef 145 V 01757 Vertex 1758 is on LineDef 2725 L 00416 LineDefs 416 & 923 are Superimposed L 00882 LineDefs 882 & 2721 are Superimposed L 00903 LineDefs 903 & 2720 are Superimposed L 00937 LineDefs 937 & 2721 are Superimposed L 01923 Some LineDefs have only 1 side (starting with 1923) L 00929 Some LineDefs have 2 sides (starting with 929) -- 00000 But their 2-sided bit is not set -- 00000 7 SideDefs are not used S 00214 Sector 214 has its ceiling lower than its floor. S 00215 Sector 215 has its ceiling lower than its floor. S 00216 Sector 216 has its ceiling lower than its floor. S 00217 Sector 217 has its ceiling lower than its floor. S 00218 Sector 218 has its ceiling lower than its floor. S 00219 Sector 219 has its ceiling lower than its floor. S 00220 Sector 220 has its ceiling lower than its floor. S 00221 Sector 221 has its ceiling lower than its floor. S 00224 Sector 224 has its ceiling lower than its floor. L 00713 Linedef 713: sideDef1 2782 has no upper texture L 00713 Linedef 713: sideDef1 2782 has no lower texture L 00870 Linedef 870: sideDef1 1289 has no upper texture L 00872 Linedef 872: sideDef1 1326 has no upper texture L 00874 Linedef 874: sideDef1 1293 has no upper texture L 00913 Linedef 913: sideDef1 2535 has no upper texture L 00913 Linedef 913: sideDef1 2535 has no lower texture L 00923 Linedef 923: sideDef2 1377 has no lower texture L 00924 Linedef 924: sideDef2 1379 has no lower texture L 00929 Linedef 929: sideDef1 1387 has no upper texture L 00931 Linedef 931: sideDef1 1389 has no upper texture L 00933 Linedef 933: sideDef1 1393 has no upper texture L 00936 Linedef 936: sideDef2 1399 has no upper texture L 01231 Linedef 1231: sideDef1 2541 has no upper texture L 01231 Linedef 1231: sideDef1 2541 has no lower texture L 01360 Linedef 1360: sideDef1 2161 has no upper texture L 01360 Linedef 1360: sideDef2 2168 has no lower texture L 01365 Linedef 1365: sideDef1 2166 has no upper texture L 01365 Linedef 1365: sideDef2 2172 has no lower texture L 01379 Linedef 1379: sideDef1 2775 has no upper texture L 01379 Linedef 1379: sideDef1 2775 has no lower texture L 01583 Linedef 1583: sideDef1 3273 has no upper texture L 01583 Linedef 1583: sideDef1 3273 has no lower texture L 01585 Linedef 1585: sideDef1 3275 has no upper texture L 01585 Linedef 1585: sideDef1 3275 has no lower texture L 01601 Linedef 1601: sideDef1 1612 has no upper texture L 01601 Linedef 1601: sideDef1 1612 has no lower texture L 01608 Linedef 1608: sideDef1 2696 has no upper texture L 01608 Linedef 1608: sideDef1 2696 has no lower texture L 01609 Linedef 1609: sideDef1 3279 has no upper texture L 01609 Linedef 1609: sideDef1 3279 has no lower texture L 01617 Linedef 1617: sideDef1 3271 has no upper texture L 01617 Linedef 1617: sideDef1 3271 has no lower texture L 01618 Linedef 1618: sideDef1 3277 has no upper texture L 01618 Linedef 1618: sideDef1 3277 has no lower texture L 01709 Linedef 1709: sideDef1 2702 has no upper texture L 01709 Linedef 1709: sideDef1 2702 has no lower texture L 01753 Linedef 1753: sideDef1 1632 has no upper texture L 01753 Linedef 1753: sideDef1 1632 has no lower texture L 01754 Linedef 1754: sideDef1 1633 has no upper texture L 01754 Linedef 1754: sideDef1 1633 has no lower texture L 01760 Linedef 1760: sideDef1 2780 has no upper texture L 01760 Linedef 1760: sideDef1 2780 has no lower texture L 01770 Linedef 1770: sideDef1 2800 has no lower texture L 01796 Linedef 1796: sideDef1 2769 has no upper texture L 01796 Linedef 1796: sideDef1 2769 has no lower texture L 01931 Linedef 1931: sideDef1 3027 has no lower texture L 01934 Linedef 1934: sideDef1 2977 has no lower texture L 02139 Linedef 2139: sideDef1 3350 has no lower texture L 02166 Linedef 2166: sideDef1 3397 has no lower texture L 02179 Linedef 2179: sideDef1 3426 has no upper texture L 02179 Linedef 2179: sideDef1 3426 has no lower texture L 02180 Linedef 2180: sideDef1 3428 has no upper texture L 02180 Linedef 2180: sideDef1 3428 has no lower texture L 02181 Linedef 2181: sideDef1 3430 has no upper texture L 02181 Linedef 2181: sideDef1 3430 has no lower texture L 02182 Linedef 2182: sideDef1 3432 has no upper texture L 02182 Linedef 2182: sideDef1 3432 has no lower texture L 02183 Linedef 2183: sideDef1 3434 has no upper texture L 02183 Linedef 2183: sideDef1 3434 has no lower texture L 02184 Linedef 2184: sideDef1 3436 has no upper texture L 02184 Linedef 2184: sideDef1 3436 has no lower texture L 02185 Linedef 2185: sideDef1 3438 has no upper texture L 02185 Linedef 2185: sideDef1 3438 has no lower texture L 02187 Linedef 2187: sideDef1 3442 has no upper texture L 02187 Linedef 2187: sideDef1 3442 has no lower texture L 02188 Linedef 2188: sideDef1 3444 has no upper texture L 02188 Linedef 2188: sideDef1 3444 has no lower texture L 02189 Linedef 2189: sideDef1 3446 has no upper texture L 02189 Linedef 2189: sideDef1 3446 has no lower texture L 02190 Linedef 2190: sideDef1 3448 has no upper texture L 02190 Linedef 2190: sideDef1 3448 has no lower texture L 02193 Linedef 2193: sideDef1 3454 has no upper texture L 02193 Linedef 2193: sideDef1 3454 has no lower texture L 02194 Linedef 2194: sideDef1 3456 has no upper texture L 02194 Linedef 2194: sideDef1 3456 has no lower texture L 02195 Linedef 2195: sideDef1 3458 has no upper texture L 02195 Linedef 2195: sideDef1 3458 has no lower texture L 02196 Linedef 2196: sideDef1 3460 has no upper texture L 02196 Linedef 2196: sideDef1 3460 has no lower texture L 02197 Linedef 2197: sideDef1 3462 has no upper texture L 02197 Linedef 2197: sideDef1 3462 has no lower texture L 02336 Linedef 2336: sideDef2 3665 has no upper texture L 02336 Linedef 2336: sideDef2 3665 has no lower texture -- 00000 Player 5 6 7 8 Starting positions missing. -- 00000 Only 0 DeathMatch starts present. T 00001 Thing 1, Invalid Type 32000 -- 00000 Found 1 Red key keys but no Red key Door -- 00000 Key could be used in a different level? -- 00000 Found 1 Blue key keys but no Blue key Door -- 00000 Key could be used in a different level? -- 00000 Found 1 Yellow key keys but no Yellow key Door -- 00000 Key could be used in a different level? L 00006 LineDef 6, type 202 requires a Sector tag L 00010 LineDef 10, type 202 requires a Sector tag L 00024 LineDef 24, type 202 requires a Sector tag L 00028 LineDef 28, type 202 requires a Sector tag L 00059 LineDef 59, type 202 requires a Sector tag L 00074 LineDef 74, type 202 requires a Sector tag L 00147 LineDef 147, type 202 requires a Sector tag L 00164 LineDef 164, type 202 requires a Sector tag L 00179 LineDef 179, type 202 requires a Sector tag L 00211 LineDef 211, type 202 requires a Sector tag L 00262 LineDef 262, type 202 requires a Sector tag L 00341 LineDef 341, type 202 requires a Sector tag L 00342 LineDef 342, type 202 requires a Sector tag L 00396 LineDef 396, type 202 requires a Sector tag L 00399 LineDef 399, type 202 requires a Sector tag L 00450 LineDef 450, type 202 requires a Sector tag L 00469 LineDef 469, type 202 requires a Sector tag L 00496 LineDef 496, type 202 requires a Sector tag L 00500 LineDef 500, type 202 requires a Sector tag L 00536 LineDef 536, type 202 requires a Sector tag L 00600 LineDef 600, type 202 requires a Sector tag L 00603 LineDef 603, type 202 requires a Sector tag L 01044 LineDef 1044, type 202 requires a Sector tag L 01133 LineDef 1133, type 202 requires a Sector tag L 01140 LineDef 1140, type 202 requires a Sector tag L 01186 LineDef 1186, type 202 requires a Sector tag L 01189 LineDef 1189, type 202 requires a Sector tag L 01190 LineDef 1190, type 202 requires a Sector tag L 01230 LineDef 1230, type 202 requires a Sector tag L 01385 LineDef 1385, type 202 requires a Sector tag L 01389 LineDef 1389, type 202 requires a Sector tag L 01545 LineDef 1545, type 202 requires a Sector tag L 01546 LineDef 1546, type 202 requires a Sector tag L 01587 LineDef 1587, type 202 requires a Sector tag L 01591 LineDef 1591, type 202 requires a Sector tag L 01714 LineDef 1714, type 202 requires a Sector tag L 01716 LineDef 1716, type 202 requires a Sector tag L 01740 LineDef 1740, type 202 requires a Sector tag L 01798 LineDef 1798, type 202 requires a Sector tag L 01881 LineDef 1881, type 202 requires a Sector tag L 01886 LineDef 1886, type 202 requires a Sector tag L 02096 LineDef 2096, type 202 requires a Sector tag L 02097 LineDef 2097, type 202 requires a Sector tag L 02111 LineDef 2111, type 202 requires a Sector tag L 02112 LineDef 2112, type 202 requires a Sector tag
Some of those will not be serious, and may even be wrong (I think the line type 202 errors are fine for example). Also, some of them are the result of a few vertices sharing the same place and me selecting to merge them to allow the error checker to continue.
This is likely because of the light panel things in the blue key room--they're hella messed up and I just haven't gotten around to fixing them yet. (Incidentally, I only learned how to manually change the sectors of lines in the last week or two.) This is one of those developer-level issues that doesn't affect the end user, though. I'm well aware that my maps have a 'ton' of really awful problems--this is because I started most of them half a year ago and I was stupid.
Specifically: line 930 and 883 share the same vertices 912 and 880 908 and 878 890 and 868 886 and 866
Vertex 880 is on line 875 869 is on 417 891 is on 416 901 is on 929 1736 is on 145 1758 is on 2725
Lines 416 and 923 are superimposed 882 and 2721 are superimposed 903 and 2720 937 and 2721
Some lines are only 1 sided but not set as impassable (although this will not cause a problem in game as 1s lines are treated as impassable even without the flag set)
Some lines have 2 sides but are not flagged as 2 sided. Again, I don't think this is actually a problem.
Like I said, a lot of that won't actually be a problem. DeePsea's error checker is quite strict and it has no way of knowing about things like deliberate "bugs" in a level. But I thought I'd let you see it anyway.
I'll look into those errors today, I suppose. I agree with you, though, most of them won't affect gameplay or anything.
Onslaught Six wrote:Those are actually some of the patch graphics for those many monitors of the planets (I forget what texture it is originally), just copied over as textures so I can use them as well graphics. Likely, DeePsea thinks there's some kind of conflict, but there really isn't. ZDoom doesn't give me an error either, as far as I can see.
All those particular errors are telling you is that there is more than one lump in the WAD with the names listed. On checking myself, you have 2 identical copies of all the listed patches in the WAD. This will not cause a problem with the game, but it is a little untidy and takes up a (small) bit of space. What's more, it can get confusing because the second copy overrides the first copy when you load the WAD into Zdoom. So, if at some point in the future you decided to replace the patch and replaced the first copy, thinking that it was the only one, the second copy would actually be used by the game and it would look like you hadn't made a replacement at all.
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
Onslaught Six wrote:Those are actually some of the patch graphics for those many monitors of the planets (I forget what texture it is originally), just copied over as textures so I can use them as well graphics. Likely, DeePsea thinks there's some kind of conflict, but there really isn't. ZDoom doesn't give me an error either, as far as I can see.
All those particular errors are telling you is that there is more than one lump in the WAD with the names listed. On checking myself, you have 2 identical copies of all the listed patches in the WAD. This will not cause a problem with the game, but it is a little untidy and takes up a (small) bit of space. What's more, it can get confusing because the second copy overrides the first copy when you load the WAD into Zdoom. So, if at some point in the future you decided to replace the patch and replaced the first copy, thinking that it was the only one, the second copy would actually be used by the game and it would look like you hadn't made a replacement at all.
Ah, but. These are default Doom 2 patches, and all I've done is copy them into my WAD as textures (between the TX_START and TX_END lumps). I suppose I could edit my TEXTURE1 lump to actually utilize the original patches, and I might go back and do that eventually, but for the time being, I won't.
I understand the concern over doing this, though, and if it were any other textures I'd be sure to rename them. As-is, I don't make a habit of overwriting the original textures (Although many of my new ones have similar names just to keep them nearby) so this is the exception rather than the rule.
Incidentally, have either of you (or anyone else trying this out) noticed the new secondary Demon death sequence? What do you think? Decent? Needs work? Hm?
I'm also in the process of making a small website for this, mostly just to show off a bunch of new screenshots.
I hadn't actually noticed that one copy was in the TX name space. That does decomplicate things a bit. Personally I don't like using lumps of the same name even in different name spaces - possibly mainly because DeePsea complains about it and it can complicate the editing process.
To pic an example, TSCRN2 is in your WAD as entry number 638, used as a patch, and 711 as a TX. It's not a big deal, but you don't need that. Remember, if you want to use the graphics individually on a wall (or floor) Zdoom can use textures, patches or TXs (or pretty much anything else too IIRC - including sprites) so the second copy isn't needed at all. If you delete the TX copy, the main texture that uses tscrn2 as a patch (planet1) still works. If you put tscrn2 directly on a wall, that also works because Zdoom will happily use the patch directly.
You can't do it the other way though. If you delete the patch, Zdoom will not use tscrn2 on the planet1 texture (even if, maybe, your editor will still show it there) because it won't use a TX as a patch. So, to keep things neat inside the WAD, you could delete all the duplicates from the TX name space and things will still work as you want. Or you could just leave it.
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain