ZDCMP2, like a phoenix from the ashes, starting up again.
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- DomRem
- Posts: 976
- Joined: Thu May 12, 2005 5:04 pm
- Location: SporkServ #11 (Coop) >> Scythe 2 <<
- Contact:
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.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.
In the meantime, I'll keep bug-searching. If you'd ever like an update, just say so.
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.
The lines are located...
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 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.I have only played through this once, but have already noticed quite a number of bugs, including ones that just plain baffle me.
The lines are located...
Lots of people have noticed this before. It's because ZDCMP2 uses a DEHSUPP lump.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.
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.
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.
@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
@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
- DomRem
- Posts: 976
- Joined: Thu May 12, 2005 5:04 pm
- Location: SporkServ #11 (Coop) >> Scythe 2 <<
- Contact:
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.
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.
- {FcOd}Nemesis
- Posts: 90
- Joined: Mon Sep 13, 2004 1:47 pm
- Location: Dunno
- Contact:
- DomRem
- Posts: 976
- Joined: Thu May 12, 2005 5:04 pm
- Location: SporkServ #11 (Coop) >> Scythe 2 <<
- Contact:
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.
- Bio Hazard
- Posts: 4019
- Joined: Fri Aug 15, 2003 8:15 pm
- Location: ferret ~/C/ZDL $
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