Screenshot, although in that one I have opened the yellow door, too:
Spoiler:
Spoiler:
Spoiler:Here it is in Eternity, ignore the opened console, heh:
Spoiler:And here it is in 3DGE 1.36E:
Spoiler:Not only is the background different, which I think is wrong, but the intermission text stops at that point as in the screenshot (UNKNO), the rest of the intermission text is not shown!
It appears that EDGE is cutting off lines that are deemed "too long", which I'm assuming is what's happening at the intermission text. So, I'll see what I can do about that. That is part of the engine I haven't touched (the converter) so bare with me. ^_^ Also appears to not support other string names in BEX format, which is known (EDGE has never been 100% on that).......
FindCacheFilename: local_name = 'J:\hyperedge\136WORKING\2002ad10.gwa'
FindCacheFilename: cache_name = '.\cache\2002ad10-28D631-AE473E.gwa'
FindCacheFilename: has_local=NO has_cache=YES
Actual_GWA_filename: .\cache\2002ad10-28D631-AE473E.gwa
Adding .\cache\2002ad10-28D631-AE473E.gwa
md5hash = 1df23405...ca18e6e9
Actual_HWA_filename: .\cache\DEH_0003.hwa
Converting [DEHACKED] lump in: J:\hyperedge\136WORKING\2002ad10.wad
../deh_edge: *** DeHackEd -> EDGE Conversion Tool V1.3 ***
../deh_edge: Loading patch file: DEHACKED.LMP
../deh_edge: Detected text-based patch file from DEHACKED v3.0
../deh_edge: Patch format 6, for DOOM EXE 2.1
../deh_edge: - Warning: Truncating very long line (#55).
../deh_edge: - Warning: Truncating very long line (#56).
../deh_edge: - Warning: Truncating very long line (#57).
../deh_edge: - Warning: Line 60: unknown BEX string name: BGFLATE2
../deh_edge: - Warning: Line 61: unknown BEX string name: BGFLATE3
../deh_edge: - Warning: Line 62: unknown BEX string name: BGFLATE4
../deh_edge:
../deh_edge: Converting data into EDGE 1.36 DDF...
../deh_edge:
../deh_edge: Writing WAD file: .\cache\DEH_0003.hwa
../deh_edge:......
Spoiler:
Did you check out my test map? It's just a (small enough) sector with activatable front and back sides and it is susceptible to this bug.corynne wrote:Okay, double post. The Dehacked bug is now fixed, so now it will never run out of room to display lines. I'm working on fixing the Automap marker bug too by creating a new struct in the savegame system. Once those are done I will release another 1.36 version (I think we're at F now).
The bug with DTWID is too complex to fix, how often do level authors use that?