Spoiler:
On the Military Base level, there's one brown light wall in a room with red light walls. This brown light wall opens up to a secret fortune cookie. However, the secret can't be registered because the sector is too narrow. Shadow Warrior Classic Redux fixes this by registering the secret when you open the brown light wall.
Map compatibility fixes
Moderator: Raze Developers
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Re: Map compatibility fixes
In Shadow Warrior: Wanton Destruction:
Spoiler:
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Re: Map compatibility fixes
Hello!
Problem with launching of custom SP map SSMALL.MAP by SpillSomeBlood.
Raze build 1.7pre.
Map is in attachment.
Problem with launching of custom SP map SSMALL.MAP by SpillSomeBlood.
Raze build 1.7pre.
Map is in attachment.
You do not have the required permissions to view the files attached to this post.
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Re: Map compatibility fixes
Hi!
Can you please add compability with latest version of Eviction mod?
https://www.moddb.com/mods/eviction-add ... ter-update
mod contain custom enemies but they doesnt work, because mod folder contain a lot of custom files and raze does not support loading of such files.
as example - nblood load such files from custom folder correctly.
Can you please add compability with latest version of Eviction mod?
https://www.moddb.com/mods/eviction-add ... ter-update
mod contain custom enemies but they doesnt work, because mod folder contain a lot of custom files and raze does not support loading of such files.
as example - nblood load such files from custom folder correctly.
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Re: Map compatibility fixes
This isn't just a case of "adding compatibility", this mod depends on quite extensive features in NBlood that Raze does not have, and looking at the amount of code needed to implement it all it may take a lot of time if it ever gets done, provided that it gets done - there hasn't been any hint of work of getting this code ported so far.
I wouldn't hold my breath.
I wouldn't hold my breath.
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- Lead GZDoom+Raze Developer
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Re: Map compatibility fixes
I'm sorry but the chances here are very slim.
We've been having issues with these so-called "modern" features on a constant basis because its programmer doesn't follow any sane conventions. He regularly drops off for half a year and more and then unleashes a commit bomb that changes several 1000 lines or replaces files with completely rewritten ones all at once, making a gradual update impossible.
This isn't just a moving target, it's a target that stands still but when you almost catch up activates a teleporting device to get 10 miles away again.
As a result we stopped updating this part of the game last year and are currenly reviewing the future viability of what we already got because it is likely that without the more recent additions it isn't worth much.
We've been having issues with these so-called "modern" features on a constant basis because its programmer doesn't follow any sane conventions. He regularly drops off for half a year and more and then unleashes a commit bomb that changes several 1000 lines or replaces files with completely rewritten ones all at once, making a gradual update impossible.
This isn't just a moving target, it's a target that stands still but when you almost catch up activates a teleporting device to get 10 miles away again.
As a result we stopped updating this part of the game last year and are currenly reviewing the future viability of what we already got because it is likely that without the more recent additions it isn't worth much.
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Re: Map compatibility fixes
And it's not like Boom where you have 100s of already existing map sets to support. It's probably less work to just make separate ZScript-versions of the addons using the feature once Raze has scriptified the enemy code.
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- Lead GZDoom+Raze Developer
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Re: Map compatibility fixes
Agreed. I cannot say which features of nnext this is actually using, I'd not be surprised if the ugliest parts are not.
Also you got 1000's of already existing Boom maps, and the Boom standard was a lot better thought through than this and properly formalized as a usable spec.
Also you got 1000's of already existing Boom maps, and the Boom standard was a lot better thought through than this and properly formalized as a usable spec.