RAMP - A community+ project [DOWNLOAD!]

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Re: RAMP - A community+ project [DOWNLOAD!]

Postby wildweasel » Sun Jul 25, 2021 12:20 am

I'm uncertain how much this has to do with mods I'm loading, but I can't get Map48 to progress past the first few waves of monsters - past a certain point, it just stops, and I can't move on. The mod I'm loading (my Mixed Tape Volume 3, ww-mixed3b.pk3) does not alter monsters at all, but I have not tested without mods.
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Re: RAMP - A community+ project [DOWNLOAD!]

Postby DavidN » Sun Jul 25, 2021 6:35 am

Oddly enough I had the same problem with that map the first few times I tested it… then I did my last run of it before release, it worked, and I thought the author must have fixed it. I’ll take a look at how their scripts work…
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Re: RAMP - A community+ project [DOWNLOAD!]

Postby DavidN » Sun Jul 25, 2021 7:14 pm

Thanks to the helpfulness of AT-ROM in the Discord, have updated to beta 1.1 with the following quick fixes!

MAP48 Pickups are no longer required to advance through waves
MAP114 Fixed nonrepeatable teleporters
MAP128 had an End Game line instead of Exit
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Re: RAMP - A community+ project [DOWNLOAD!]

Postby kadu522 » Wed Aug 04, 2021 6:06 pm

Good night i'm currently haveing a problem starting up this project. as its giveing me the following errors:

Script error, "RAMP-BETA1-1.PK3:zscript.hub" line 148:
Unknown identifier 'ypositions'
Script error, "RAMP-BETA1-1.PK3:zscript.hub" line 157:
Unknown identifier 'ypositions'
Script error, "RAMP-BETA1-1.PK3:zscript.hub" line 201:
Unknown identifier 'ypositions'

I'm Useing LZDoom 3.88 the latest stable (This is due for me runing a 32-bit system)
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Re: RAMP - A community+ project [DOWNLOAD!]

Postby drfrag » Thu Aug 05, 2021 4:07 am

Now it runs, something else i missed.
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Re: RAMP - A community+ project [DOWNLOAD!]

Postby kadu522 » Thu Aug 05, 2021 10:20 am

Thank you. i asume i will have to update LZdoom then? i do that right away!
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Re: RAMP - A community+ project [DOWNLOAD!]

Postby drfrag » Thu Aug 05, 2021 2:11 pm

When i release 3.88a in a few days. Today's devbuild might work but better change openal32.dll with the one from the release to avoid the crash on exit.
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Re: RAMP - A community+ project [DOWNLOAD!]

Postby Linz » Wed Aug 11, 2021 1:24 pm

Should be fine to play this with gameplay mods right?
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Re: RAMP - A community+ project [DOWNLOAD!]

Postby kadu522 » Thu Aug 12, 2021 8:13 am

It works perfectly fine. just keep in mind that just like DUMP. all the maps require pistol starts for balanceing reasons.

As such some progresion heavy mods way not work as intended.
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A gameplay lover,heck i play a ASCII Based game is your gameplay is good enough.
 
Joined: 03 Mar 2017
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Re: RAMP - A community+ project [DOWNLOAD!]

Postby DavidN » Sun Aug 15, 2021 2:13 pm

Absolutely right :) I use a variant of Deadmarine habitually and fixed any small problems that arose.

And finally - oh dear god we did it. With repairs all submitted, I'm now declaring this the V1.0 version of RAMP! A ridiculously massive collection starring 200 maps from all kinds of people. Have fun - I'm going to sleep!

Code: Select allExpand view
021: Added line trigger to release last two monsters
064: Adjusted teleporters to help monsters into the arena
066: Autostarred due to final archvile pain exit
083: Performed author's requested fixes
113: Fixed out of bounds zombieman
120: Added PANBUTT textures
122: Updated Fireblu-HD-Remaster with Engineerdone's fix
123: Adjusted caco positioning, autostarred due to randomness of last fight
135: Replaced map with author's fixed version
142: Fixed final yellow door which wouldn't open, autostarred as level can't have been tested by author
156: Adjusted revenant teleport lines
188: Removed stray revenant
190: Fixed problem with rhythm game breaking on load game
205: Fixed Ultra Cyberdemon sounds
HUB: Finally got rid of the scrolling ceiling on the light bridge
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Re: RAMP - A community+ project [DOWNLOAD!]

Postby Void Warrior » Sat Sep 04, 2021 3:17 pm

DavidN, I wanted to ask you something. In the screenshots that you showed during the development of RAMP, there was a special HUD, but in the end this HUD is not there.

Did you decide that it would be superfluous or was there some other reason?
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