Spooktober Community Mapping Project [1.0.6]
- Marisa the Magician
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Re: Spooktober Community Mapping Project [1.0.2]
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.
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.
- Marisa the Magician
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Re: Spooktober Community Mapping Project [1.0.3]
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.
- Marisa the Magician
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Re: Spooktober Community Mapping Project [1.0.4]
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]
Some really good maps in here I had fun. I did a video of the first map
Last edited by Rex705 on Sat Feb 23, 2019 3:18 pm, edited 1 time in total.
Re: Spooktober Community Mapping Project [1.0.4]
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.
- Marisa the Magician
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Re: Spooktober Community Mapping Project [1.0.5]
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]
Gotta be honest... reading that changelog was pretty brutal.
Nice to see another release!
Nice to see another release!
- Dr_Cosmobyte
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Re: Spooktober Community Mapping Project [1.0.5]
*ba dum tss*
Not mocking you Rachel, just thought the joke deserved it =p
Not mocking you Rachel, just thought the joke deserved it =p
- StroggVorbis
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Re: Spooktober Community Mapping Project [1.0.5]
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.
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]
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).
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).
- Marisa the Magician
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Re: Spooktober Community Mapping Project [1.0.5]
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]
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
With spooktober.pk3's lamps
https://i.imgur.com/O6g2Nj0.png
How it's supposed to look
https://i.imgur.com/kRdqrFw.png
- Marisa the Magician
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Re: Spooktober Community Mapping Project [1.0.5]
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.
@Cansteam: Ah dangit, I'm sorry I didn't see your post before.
- Twitchy2019
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Re: Spooktober Community Mapping Project [1.0.5]
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...
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...
Re: Spooktober Community Mapping Project [1.0.5]
Sounds that you had problems with my map.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...
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?