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Re: Strange Aeons v5.3.1

Posted: Wed Jun 29, 2016 2:25 pm
And another question - is there any chance for version for Zandronum (at least in future)?

Re: Strange Aeons v5.3.1

Posted: Thu Jun 30, 2016 5:10 am
_mental_ wrote:Sad that even in the latest version the problem with missing polygons in GZDoom (using OpenGL renderer) wasn't fixed.
Spoiler: Complete nodebuilder log with warnings
Every Unclosed subsector ... warning is a potential problem for hardware renderer. Some of them are probably invisible to player, some are noticeable for sure, like on E4M1.
ImpieTwo, do you need help with fixing this? Sorry for bothering if the issue is ignored intentionally.

I never found a fix for this that actually worked. I myself have been unable to produce the bug on any source port, so I'm not sure what to do about it.

And as for Zandronum, probably not.

Re: Strange Aeons v5.3.1

Posted: Thu Jun 30, 2016 6:21 am
ImpieTwo wrote:I never found a fix for this that actually worked. I myself have been unable to produce the bug on any source port, so I'm not sure what to do about it.

Using the latest GZDoom:
Code: Select all
gzdoom.exe -nomonsters -iwad doom.wad -file strangeaeonsv531.pk3 +map e4m1 +warp 420 320gzdoom.exe -nomonsters -iwad doom.wad -file strangeaeonsv531.pk3 +map e4m1 +warp 1400 2900

Screenshot_Doom_20160630_150142.jpg
Screenshot_Doom_20160630_150200.jpg

The solution is simple: use fractional vertex coordinates with caution.
In fact, it's impossible to be 100% sure that these vertices will not cause missing subsectors until you invoke the node builder from command line and check its output.
At least, I found no way to reveal such warnings in GZDoomBuilder.

Re: Strange Aeons v5.3.1

Posted: Thu Jun 30, 2016 7:11 pm
So how do I adjust the vertexes exactly? I tried shifting them around before to no avail, according to my tester. Do I just drag them 'til their coordinates are a certain number?

Re: Strange Aeons v5.3.1

Posted: Fri Jul 01, 2016 1:37 am
ImpieTwo wrote:So how do I adjust the vertexes exactly? I tried shifting them around before to no avail, according to my tester. Do I just drag them 'til their coordinates are a certain number?

Spoiler: Here is the guide

P.S. I think I can even write a tool that strips fractional parts from all vertices in all maps. Let me know if you are interested in such tool.

EDIT: As a side note I'm really curious why did you put music with maps into the single shudmaps.wad file? You are constantly saving the same but useless ~50 MB while editing a map.

Re: Strange Aeons v5.3.2

Posted: Fri Jul 01, 2016 5:12 am

Geez, I'm sorry, Jack. Your post got lost in all the other posts I guess.

That's a tricky one unless you remembered the fusebox from E1M5.

_mental_ wrote:EDIT: As a side note I'm really curious why did you put music with maps into the single shudmaps.wad file? You are constantly saving the same but useless ~50 MB while editing a map.

Because I do absolutely everything the hardest, most anal-retentive way possible by default. I also use Doom Builder 2, not GZDoom stuff.

I don't actually edit the maps in the pk3, I mess with the wad files and when they're ready, add them to the pk3 afterward. I suppose I could just move the music files to their own wad or something.

I'll take a look at what you posted and see if I can do anything with it.

EDIT: Okay, I think I found all the offending vertices and fixed them, and made a few other minor tweaks while I was at it. I'll upload version 5.3.2 within the next 24 hours. If you could run the test for me again to see if I missed any, I'd greatly appreciate it.

EDIT2: Annnnd I didn't include the pk3. Christ...

Re: Strange Aeons v5.3.3

Posted: Mon Jul 04, 2016 7:44 pm
5.3.3 is now available. Just has a minor fix: an extra clue to the hardest puzzle on E5M9.

Spoiler:

Re: Strange Aeons v5.3.2

Posted: Tue Jul 05, 2016 2:03 am
ImpieTwo wrote:If you could run the test for me again to see if I missed any, I'd greatly appreciate it.

You can check for issues by yourself. Execute the following from Doom Builder's installation directory, with proper path to shudmaps.wad:
Code: Select all
Compilers\Nodebuilders\zdbsp.exe -w full\path\to\shudmaps.wad
Spoiler: Here is the results

Re: Strange Aeons v5.3.3

Posted: Tue Jul 05, 2016 12:31 pm
Sorry, everyone, apparently it didn't register the download change or something. The download was still 5.3.2 this whole time, not the update I'd advertised. This has been fixed.

Explains why your test showed the exact same results as last time. Man, everything I do is a comedy of errors.

Re: Strange Aeons v5.3.3

Posted: Wed Jul 06, 2016 2:49 am
I downloaded 5.3.3 and I didn't notice any differences in terms of warnings:
Spoiler:

The single difference between this and previous log is new type of warnings for E5M9. I'll check them later.

Re: Strange Aeons v5.3.3

Posted: Fri Jul 08, 2016 5:47 pm
Yeah, that tool you suggested making is starting to look more appealing by the minute. I have no idea what's wrong with e5m9.

Re: Strange Aeons v5.3.3

Posted: Sun Jul 10, 2016 5:02 am
Just like to say I've been playing this mod quite a lot recently and I'm loving every second of it! I love the music and the whole new bestiary. I'm really impressed with the atmosphere you've created and I'm enjoying the difficulty, as it's not too over the top and much more enjoyable for me . I'd say this is definitely one of the more original Doom mods I've played!

I love the idea behind the second episode boss, even though it is a right bastard

The first episode actually reminded me of some of the dreams I used to have

Definitely looking forward to more mods by you!

Re: Strange Aeons v5.3.3

Posted: Tue Jul 12, 2016 2:09 am
Thanks Lexus! Appreciate the support.

Re: Strange Aeons v5.3.4

Posted: Sat Sep 24, 2016 4:02 am
Updated to 5.3.4, mostly to fix an issue I didn't notice with the skies: when playing on Doom 2, older versions use default Doom 2 skies and not the ones I intended. This is now fixed.

EDIT: Also uploading a separate download for Doom 2, which includes the correct textures from Ultimate Doom.

Re: Strange Aeons v5.3.1

Posted: Sat Sep 24, 2016 4:22 am
_mental_ wrote:Here is the guide.

Here's better one:
1. Set grid size to 1.
2. Select all map verts.
3. Edit -> Snap selection to grid.