DUMP Episode 2: Dump Harder [RELEASED]

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Deviluke Roy
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Deviluke Roy »

Henix_Aurorus wrote:I just had an epiphany. I might know why mods are bugging out. I don't know how the ResetInventory MAPINFO property work, exactly, but if I had to guess, it's clearing items it shouldn't be clearing and is thus breaking mods that use token-type items.

tl;dr we might need a PistolStart MAPINFO property that treats it like an entirely new game (essentially just clear everything and create a new instance of the relevant PlayerPawn) in order for mod compatibility to actually work.
Eevee wrote:I dunno, ResetInventory is implemented basically like that already:

Code: Select all

p->mo->ClearInventory();
p->mo->GiveDefaultInventory();
If a progression token shouldn't be lost to ResetInventory, it should have INVENTORY.UNDROPPABLE.
Well, the Demonsteele issue with me is with the guns. They don't work.

Hae-Lin looses all her gun ammo, and Shihong can reload guns, but not fire them. In DUMP 1, I remember that Shihong can pick up guns in levels, and keep them to other levels, where they still don't work. I don't really play Hae-Lin much.
Abba Zabba wrote:I've noticed some weirdness with DUMP 1 in mods, in particular MSX (where I made all starting player magazine counts 0 but each map's inventory reset sets it to 1 for everything for an unknown reason) and SUAB, (where the Beretta and VP70 remained after an inventory wipe).
...Well, now what?

EDIT: Just a note, Contra Doom doesn't count. It has it's own mapinfo, meaning you can't play the maps properly. Who knows, maybe I'll make a patch for Contra Doom playing DUMP 2.
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Wivicer
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Wivicer »

Just in case anyone was interested, I've begun a second map that continues from the first one. The following wad contains both maps. Don't update the compilation, Term!
A click a day keeps the demons away
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Deviluke Roy
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Deviluke Roy »

Last edited by Deviluke Roy on Sun Apr 10, 2016 4:09 pm, edited 1 time in total.
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wildweasel
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by wildweasel »

Those are both the same link, just FYI.
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Deviluke Roy
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Deviluke Roy »

wildweasel wrote:
Those are both the same link, just FYI.
Fixed. Well, I'm off. See ya!
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simpletonnn
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by simpletonnn »

TerminusEst13 wrote: Some critical stuff:
@Simpleton: Your map update seemed to completely remove the exit, so I kept in the old version.
ARGGHH I THOUGHT I WAS DONE WITH MAKING UPDATES AAAHH


EDIT: I UPDATED THE MAP AAA https://www.dropbox.com/s/cmrftr3l58enl ... 3.wad?dl=0
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Shadow Hog
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Shadow Hog »

Remind me to make one more update to my map before the final compilation: I think I'm going to nix the custom death animation for touching the lava. It was a cute touch, but it doesn't play very nice with mods (Brutal focuses the camera on another object while the ash pile is created at the point the player touched the lava instead, and I believe Samsara does similar), and is causing me more grief than it's really worth (CreateTranslation not being supported in Zandronum 2.1, not firing properly in the rising lava gauntlet, etc).

I'd have done this already if I hadn't suddenly realized that Quake 2 is awesome and why the hell haven't I played this already Christ
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Wivicer
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Wivicer »

Dammit why didn't anyone tell me about vertex slopes before I finished my map
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Abba Zabba
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Abba Zabba »

Just a question, how many maps are going to have custom content outside of textures and music? I thought a one of the central focuses of DUMP were mod compatibility, i.e. no special actors or other gameplay changes?
ijon
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by ijon »

Abba Zabba wrote:Just a question, how many maps are going to have custom content outside of textures and music? I thought a one of the central focuses of DUMP were mod compatibility, i.e. no special actors or other gameplay changes?
none of them do, besides special decorations and sounds (boss map is an exception)

some people mess around with monster properties in ACS but that's it
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Laggy
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Laggy »

ijon wrote:
Abba Zabba wrote:Just a question, how many maps are going to have custom content outside of textures and music? I thought a one of the central focuses of DUMP were mod compatibility, i.e. no special actors or other gameplay changes?
none of them do, besides special decorations and sounds (boss map is an exception)

some people mess around with monster properties in ACS but that's it
Now you mention that, I noticed some people used CreateTranslation. Since translations are indexed, probably some mods that use their own translations might have problems. On the other hand... Other mods might have problems with DUMP's custom sprites, if they have the same name as sprites from those mods. And other mods have problems with the whole ResetInventory thing. I guess compatibility patches will be required, anyway.
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Deviluke Roy
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Deviluke Roy »

Laggy wrote: Now you mention that, I noticed some people used CreateTranslation. Since translations are indexed, probably some mods that use their own translations might have problems. On the other hand... Other mods might have problems with DUMP's custom sprites, if they have the same name as sprites from those mods. And other mods have problems with the whole ResetInventory thing. I guess compatibility patches will be required, anyway.
Well, after this gets released, I'm thinking of making a Contra Doom compatability patch, because It'll probably mean copying the DUMP Mapinfo and the special lives code in that Mapinfo into one. You don't know 'till you try.

I also think the ResetInvintory is what's going on with Demonsteele and Samsara and whatnot. It works fine with Doom RL Arsonal (Dump 2, that is. IDK about Dump 1.) IDK what "CreateTranslation" is, though. Also, the named sprites could probably be fixed by a guy with Slade3 and renaming stuff. Good thing this isn't a multiplayer mod!
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Shadow Hog
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Shadow Hog »

Okay

One last update

Hopefully

Should be the same URL as before but just in case

I did exactly what I said I would - got rid of the fancy death animation for the script - which, incidentally, also fixes the Unknown P-Code error in Zandronum (because I'm not calling CreateTranslation anymore). So, going by the most-recent PK3, you'll want to nix the Sprites/ folder for MAP28, and the DECORATE entries starting with "ShadowHog_", because neither are being used anymore so why waste the bytes? (Though, if you want to leave them out of caution or laziness or something, I can't imagine it'd hurt anything; they'd just never show up anywhere.)

Also raised the ceiling in the rising lava room so the Fallen Humans wouldn't prevent the lava from reaching its apex. That room should probably work in co-op now. Tho, I notice that Zandronum 2.1 doesn't support whatever it is UDMF has that lets me specify how much damage a sector does, what type and how frequently it does it, so I dunno, that one might still break there. I'm not sure how much I care anymore. ._.
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Deviluke Roy
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Deviluke Roy »

Shadow Hog wrote:Okay

One last update

Hopefully

Should be the same URL as before but just in case

I did exactly what I said I would - got rid of the fancy death animation for the script - which, incidentally, also fixes the Unknown P-Code error in Zandronum (because I'm not calling CreateTranslation anymore). So, going by the most-recent PK3, you'll want to nix the Sprites/ folder for MAP28, and the DECORATE entries starting with "ShadowHog_", because neither are being used anymore so why waste the bytes? (Though, if you want to leave them out of caution or laziness or something, I can't imagine it'd hurt anything; they'd just never show up anywhere.)

Also raised the ceiling in the rising lava room so the Fallen Humans wouldn't prevent the lava from reaching its apex. That room should probably work in co-op now. Tho, I notice that Zandronum 2.1 doesn't support whatever it is UDMF has that lets me specify how much damage a sector does, what type and how frequently it does it, so I dunno, that one might still break there. I'm not sure how much I care anymore. ._.
Well, I think we can keep the sprites for that custom death animaton for historical purposes. I liked it.
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Shadow Hog
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Shadow Hog »

I suppose. The ACS that enabled it is largely just commented out, as opposed to actively removed, anyway.

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