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Re: Spooktober Community Mapping Project [1.0.2]

PostPosted: Mon Dec 24, 2018 9:00 pm
by Marisa Kirisame
OK now for real this is the good fix. Download this one.

I'm REALLY sorry that this passed by unnoticed but the bug wasn't reported until today.

If you already have existing 1.0 saves, the 1.0.2 hotfix is compatible with them. There is NO NEED to start a new game, progress won't be lost. The fix will take effect immediately, even if your last save is in SECRET05 itself.

Re: Spooktober Community Mapping Project [1.0.3]

PostPosted: Mon Dec 31, 2018 6:22 am
by Marisa Kirisame
Pushed a tiny update. Pixel Eater found a weird quirk in 3.7.0 that makes invulnerable enemies infight (?). This would make Pumpkin Head unbeatable.

Re: Spooktober Community Mapping Project [1.0.4]

PostPosted: Sun Jan 27, 2019 2:13 pm
by Marisa Kirisame
After accumulating a couple new fixes I've pushed out 1.0.4. It was nothing major, so it can be applied on an existing playthrough as long as you're not right in SPOOK10, which needed map changes.

Re: Spooktober Community Mapping Project [1.0.4]

PostPosted: Mon Feb 04, 2019 1:06 pm
by Rex705
Some really good maps in here I had fun. I did a video of the first map :)


Re: Spooktober Community Mapping Project [1.0.4]

PostPosted: Fri Feb 22, 2019 7:15 pm
by Rex705
A tiny little mistake in the Deep Sea map. When going for the yellow key underwater there is a spot you can stand that is not water and you can breathe. Not an issue just looks funny.

Re: Spooktober Community Mapping Project [1.0.5]

PostPosted: Wed Mar 06, 2019 7:52 am
by Marisa Kirisame
1.0.5 has been pushed to fix some small mod compatibility issues, among other things. The complete changelog can be found on the github release page.

Re: Spooktober Community Mapping Project [1.0.5]

PostPosted: Wed Mar 06, 2019 8:17 am
by Rachael
Gotta be honest... reading that changelog was pretty brutal.

Nice to see another release!

Re: Spooktober Community Mapping Project [1.0.5]

PostPosted: Thu Mar 07, 2019 3:03 pm
by GAA1992
*ba dum tss*

Not mocking you Rachel, just thought the joke deserved it =p

Re: Spooktober Community Mapping Project [1.0.5]

PostPosted: Sun Mar 17, 2019 4:09 pm
by DabbingSquidward
I get crashes on any level, even without anything in my autoload. Using 3.7.2 x64, do I need a devbuild for the latest version?
Prior versions worked fine.

EDIT: Nevermind, it only happens if I load a map from console BEFORE entering any level in the hub. If I do the latter first, I can open levels via console just fine. Weird..

Before you ask, I've restarted the mod numerous times due to it, mods in my autoload and GZDoom itself updating, thus (mainly due to ACS) invalidating my saves and I didn't want to start over again.

EDIT 2: The crashes only happen if in the hub itself. On the title screen and in any other map it works without issues.

Re: Spooktober Community Mapping Project [1.0.5]

PostPosted: Sun Mar 17, 2019 4:34 pm
by Rachael
Does this still happen in dev builds?

You should not be crashing at all, it's strange that you are. But if you are, then maybe it's something with GZDoom itself. Otherwise, we'll need a crash report and you should post it in Tech Issues (it automatically gets moved to Bugs if it's a GZDoom problem).

Re: Spooktober Community Mapping Project [1.0.5]

PostPosted: Fri Apr 05, 2019 12:24 pm
by Marisa Kirisame
If you've downloaded the mod before April 5th, I'd recommend you to redownload it. This is embarrassing, but I kinda left a small debug printout in the 1.0.5 release, nothing really big anyway.

Re: Spooktober Community Mapping Project [1.0.5]

PostPosted: Tue Apr 09, 2019 2:53 am
by Cansteam
Hey, I left the discord server for this, but can I update my map with new lamp actors that don't have the default dynamic lights? I had custom dynamic lights on all of my lamps, but now in the actual spooktober.pk3 they're all just covered by new lights
With spooktober.pk3's lamps
https://i.imgur.com/O6g2Nj0.png
How it's supposed to look
https://i.imgur.com/kRdqrFw.png

Re: Spooktober Community Mapping Project [1.0.5]

PostPosted: Fri Apr 26, 2019 10:08 am
by Marisa Kirisame
Another minifix has been uploaded. It's been reported that it's possible to get stuck when trying to enter the dining room in the hub due to a chair being in the way of the door. All you need is to redownload the file again from the same link.

@Cansteam: Ah dangit, I'm sorry I didn't see your post before.

Re: Spooktober Community Mapping Project [1.0.5]

PostPosted: Mon May 13, 2019 8:56 am
by Twitchy2019
Anyone mind telling me how to turn on all the switches in the haunted house of illusions? I cannot get the yellow key and I have at least two switches left, one being behind some kind of red-mist-wall-thing.

Edit: Jeezus, you need an uber-weapons mod like Dakka to get past all of these meatwall ambushes! Fortunately for me, they are easy pickings for that sweet rocket launcher... :D

Re: Spooktober Community Mapping Project [1.0.5]

PostPosted: Tue May 14, 2019 4:52 pm
by leodoom85
warman2012 wrote:Anyone mind telling me how to turn on all the switches in the haunted house of illusions? I cannot get the yellow key and I have at least two switches left, one being behind some kind of red-mist-wall-thing.

Edit: Jeezus, you need an uber-weapons mod like Dakka to get past all of these meatwall ambushes! Fortunately for me, they are easy pickings for that sweet rocket launcher... :D

Sounds that you had problems with my map.
A tip for you, you have 5 normal switches to find. Those are found scattered in the second/third floor and those are near a couple of candles put in the floor. Then you can "dispel" the barrier to pull that switch and get the yellow key. And also, there are 3 secret switches hidden at sight. Look them well!!!
Also, what ambushes? you are referring to another map?