ZDCMP2, like a phoenix from the ashes, starting up again.

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BetaSword
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Post by BetaSword »

Ooh... I want in. I can do some mapping, perhaps some detailing, such and such. Some enemy placement for those empty areas... Maybe finishing off some of the imcompleted areas... Also fixing some of the little things that bugged me about it... Stuff like that.
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DomRem
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Post by DomRem »

Talonos wrote:when I downloaded the most recent vrsion, the weapons don't act like they used to. It's as if the dehaced lump didn't exist.
When I tested this, it seemed that it's not just the unofficial version; it's .96 in general that totally fucks up the dehacked weapons. All of them work flawlessly on 63a though(the version I tend to use the most anyways). It's truly surprising that nobody else noticed this problem before us, though as I said before, I can't run dehacked, so I don't know if this is the version's fault or the lump's.

In the meantime, I'll keep bug-searching. If you'd ever like an update, just say so.
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Talonos
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Post by Talonos »

Okay, sure, Kirby. I'll set up a sign-up sheet at the first page, starting, say, Monday next week? Will that give you, DomRem, enough time?

Any bug fixes you don't know how to fix, please write up, and I or somebody else with the skills can fix it.
I have only played through this once, but have already noticed quite a number of bugs, including ones that just plain baffle me.
I think I know which one you're talking about. I forgot to fix it before I sent it off. Stand, well, pretty much anywhere, but for example, in the starting room. Look at the the ceiling, your weapon, and the other escape pods. they all appear to flash softly, as if their bightness was being changed. Well, it is. In my area, there is a misplaced transfer ceiling brightness line that I accedentally left with a sector tag of zero. A sector tag of zero, obviously, affects most of the map.

The lines are located...
NiGHTMARE
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Post by NiGHTMARE »

DomRem wrote:When I tested this, it seemed that it's not just the unofficial version; it's .96 in general that totally fucks up the dehacked weapons. All of them work flawlessly on 63a though(the version I tend to use the most anyways). It's truly surprising that nobody else noticed this problem before us, though as I said before, I can't run dehacked, so I don't know if this is the version's fault or the lump's.
Lots of people have noticed this before. It's because ZDCMP2 uses a DEHSUPP lump.
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Talonos
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Post by Talonos »

Dehsupp cancels out dehacked? Or only in 2.0.9X?

Could we make decorate duplicates of the Dehsupp weapons? Or should we warn people that it only works in 2.0.63a?
NiGHTMARE
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Post by NiGHTMARE »

You can still use DEHSUPP lumps in later versions, it's just you can't use DEHSUPP lumps made for .63a in later versions; i.e. you'll need to edit it and change some stuff.

I can't remember precisely what you need to change, but just do a forum search for DEHSUPP and you should quickly find the neccessary info.
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Phobus
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Post by Phobus »

In the part with all of the huge light effects I stumbled across a hell of a lot of HOMs, each room had one where the lights were. (4 lights to a room, 1 in each room, wtf went wrong there?)
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Kirby
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Post by Kirby »

@Phobus - I noticed that too, and it wasn't like that before Talonos got it. I think he may have deleted some sectors by accident, creating HOM's where textures weren't placed (though I could be wrong). Easily fixable

@Talonos - So that's why the ceiling never changes to the light of the sector it is in! I always wondered if that was a bug or on purpose.

Monday of next week sounds great :)
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DomRem
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Post by DomRem »

Ahh, the light/HOM problem. I've just begun to look at this, and the problem seems to occur during gameplay. I noticed this when I placed a new P1 start inside one of those rooms, because when I first started everything was fine, but later, when I returned after having progressed through the map as the walkthrough says, the HOMs were there instead. Furthermore, when you look at it on the automap, one of the circles of lines on the HOMed lights now appear impassable, unlike the other lights.

This is probably a tag/script mixup, but if I can't find the problem in DB, I think I may have to turn to a strange plan which includes, you guessed it, a Cajun bot.

@Talonos - One full week? Wow. All that time will actually give me enough to try fixing the bugs, instead of just finding them. Oh, and I had already started a document recording the bugs I found, just because I didn't want to lose track.
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Phobus
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Post by Phobus »

Yeah, I think that the problem I pointed out occurs when you fire up the generator and execute the script that turns off all of the interesting light effects.
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{FcOd}Nemesis
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Post by {FcOd}Nemesis »

[Stupid question] Are you still looking for mappers? [/Stupid question]

If so, i could help out 8-)
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DomRem
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Post by DomRem »

Aha! Although I tried your thought first, Phobus, that wasn't it. Instead it was exactly what I thought: a tag mixup. You know the blue key switch which opens the door to the bridge outside that has the soulsphere on it? Turns out it shared a tag (25) along with the front parts of the lights. The switch opens the door and then closes it. The HOMs appeared due to the fact they closed like a door because of the conflicting tags, and there was no upper texture on those linedefs. I'll just change the tag for this switch and the door and this should be gone.
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Bio Hazard
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Post by Bio Hazard »

I can get you guys a bugtracker as soon as I can get this PHP problem sorted out.
(help requested)
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Talonos
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Post by Talonos »

Which explains why I never noticed it. I've always "idclip"ed to my area to see how it looked, and then "puke"d the script number to test it when the lights turn back on. I never even knew.
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Kirby
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Post by Kirby »

@FCODNemesis - Yes, we do need mappers. Wait until Talonos sets up the signup sheet
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