ZDCMP2: Happy Doomsday Edition (RC2)

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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby edward850 » Fri Dec 13, 2013 3:57 am

Max Dickings wrote:Boy, this wad hates Brutal Doom SE.
And bloom/opengl effects.
... and Doom2/BrutalDoom hi-res sprites. :p
Seriously though it just crawls to a halt and gzdoom crashes. Especially when I turn the corner at the first hallway :/

Your original post has enough whitespace to fit any elephant.
I really don't know what you expected, or why you even bothered to try to run this with Brutal Doom. It couldn't be any less compatible (with BD or anything else, really) if they tried.
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby DominicWhite » Fri Dec 13, 2013 8:30 am

Yeah, ZDCMP2 is never going to stack gracefully with ANY mod. It has so much new content and so many features of its own that anything other than pure vanilla GZDoom settings is likely going to trip it up.

A general rule of thumb is that gameplay mods such as Brutal Doom, Project MSX, etc are best used on vanilla-compatible level packs and nothing else. Anything beyond that is asking for trouble.
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby Hellser » Fri Dec 13, 2013 8:52 am

Because it's the new cool, didn't ya hear? XD;

I'll be giving this a try as soon as I can. Always excited to see the latest CMP.
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby Max Dickings » Fri Dec 13, 2013 10:38 am

DominicWhite wrote:Yeah, ZDCMP2 is never going to stack gracefully with ANY mod. It has so much new content and so many features of its own that anything other than pure vanilla GZDoom settings is likely going to trip it up.

A general rule of thumb is that gameplay mods such as Brutal Doom, Project MSX, etc are best used on vanilla-compatible level packs and nothing else. Anything beyond that is asking for trouble.



I can dream, can't I? :P

Nah but I usually had good results as long as I loaded BD after the pk3.

Although I did get it to work with the 006 build.
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby agaures » Sat Dec 14, 2013 4:55 am

Found this so far...

Spoiler:
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby Caleb13 » Sat Dec 14, 2013 9:11 am

-When I went for soulsphere (thing 5153) in one of the secrets, the spectres didn't start teleporting in when I grabbed it on UV difficulty. But when I tried in the next round (UV+1 difficulty), they teleported in as they should. Maybe just unreliable trigger?

-On UV+1 difficulty, the boss health bar didn't appear, though I guess that is deliberate?
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby Hellser » Sat Dec 14, 2013 9:59 am

I noticed with the rifle, its alt fire fires a number of 'bullets' (pellets, I know) - but was it intentional for it to be 100% accurate, like firing a slug rather than pellets?
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby TheMightyHeracross » Sat Dec 14, 2013 10:17 am

I think the multi-bullet thing is for it to be able to "shoot through" enemies if they have low enough health.
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby Hellser » Sat Dec 14, 2013 12:50 pm

It's obviously a shotgun, was just curious of its function.
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby Gez » Sun Dec 15, 2013 11:34 am

Yes, it fires a slug. It's even part of the weapon description (which is unobtrusive enough not to be annoying, so nobody reads it).

{"ICO_RIFL", "New Weapon -- Rifle", "A Marine's best friend! Fires very \naccurately, with a secondary trigger\nthat shoots a high-velocity slug." },
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby stevenaaus » Wed Dec 25, 2013 6:31 pm

Played it through with my AMD64 Linux box: GZDoom v1.6.0 - SVN revision 1452 - SDL version, video driver x11

Lots of amazing stuff, and only minor bugs. Great work everyone :)
Spoiler:

I find the autosave feature very annoying (possibly it can be disabled - but i'm a zdoom noob), and breaks quick loading/saving
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby Gez » Thu Dec 26, 2013 4:37 am

What's New Since Last Beta?
  • New menu with ZDCMP2-specific options, powered by MENUDEF and CVARINFO!
  • By request: scripted autosave points! You can turn them off in the above menu.
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby Blue Shadow » Tue Apr 28, 2015 10:53 pm

I know, it's quite a bump, but I've encountered a rather serious issue: Data Log items kill (my) framerate.

Picking the first one up doesn't appear to do much damage, if any, however all subsequent pickups do, with each one hammering my framerate down.

I've prepared this demo map for testing, which you can load on top of the project's pk3. It's just a simple room with PDAs in it.

zdcmp2.wad
(55.75 KiB) Downloaded 41 times
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby zuzma » Thu May 21, 2015 12:20 pm

Bump

Commenting out this section of code stops it from slowing down:

// Log the message to the console. (Uses an invisible hudmessage to do so.)
SetFont("TNT1A0");
HudMessage(s:"\n \cf", s:title, s:"\n\n\cj", s:message, s:"\n";
HUDMSG_PLAIN | HUDMSG_LOG, 0, CR_WHITE, 0.0, 0.0, 0.01);

Seems to be printing duplicate messages to the console. Not sure what's wrong with it since I don't know acs
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby Gez » Thu May 21, 2015 2:36 pm

I completely forgot about this.

The problem is this:

Code: Select allExpand view
function void queueMessageAll(str title, str message, str icon, str sound, int duration) {
   for(int playerNum = 0; playerNum < MAX_PLAYERS; playerNum++)
      queueMessage(playerNum, title, message, icon, sound, duration);
}


When a message is queued, it's queued for all players. MAX_PLAYERS is defined as 64.

Long story short, queueMessageAll calls queueMessage 64 times. queueMessage then calls ProcessMessageQueue (so, it too will be run 64 times). ProcessMessageQueue sets the player for which it is called as the activator and then calls showMessage:
Code: Select allExpand view
script "ProcessMessageQueue" (int playerNum) {
   SetActivator(0, PlayerSelector[playerNum]);
   // Process entire "queue" -- show all messages until the
   // end of the queue is reached.
   for(int i = 0; i < QueueLength[playerNum]; i++) {
      showMessage( MessageQueue[playerNum][i][0]
                 , MessageQueue[playerNum][i][1]
                 , MessageQueue[playerNum][i][2]
                 , MessageQueue[playerNum][i][3]
                 , MessageQueue[playerNum][i][4]);
      delay(((MessageQueue[playerNum][i][4] + 1.0) * 35) >> 16); // Wait for (duration + 1) seconds.
   }
   
   // Reset queue counter -- this will effectively "clear" the queue.
   QueueLength[playerNum] = 0;
}

And there we arrive at the problem: showMessage will show the message on all 64 player screens since it's called for them all, and each of them will run the invisible HUD message that's logged to the console.

So here we need two fixes: the first is that showMessage needs a way to check if its activator is the local player or not, and if not, it needs not to log the message. The second is that queueMessageAll needs a way to only queue players that are actually existing in the game session, no need to queue players 2 to 64 if the game is in single-player mode.
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