Map compatibility fixes

Moderator: Raze Developers

Talon1024
 
 
Posts: 374
Joined: Mon Jun 27, 2016 7:26 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support

Re: Map compatibility fixes

Post by Talon1024 »

In Shadow Warrior: Wanton Destruction:
Spoiler:
masharasputina9we
Posts: 4
Joined: Fri Jan 27, 2023 1:57 am
Preferred Pronouns: He/Him
Operating System Version (Optional): 10
Graphics Processor: nVidia (Modern GZDoom)

Re: Map compatibility fixes

Post by masharasputina9we »

Hello!
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.
User avatar
yuriyivanovskiy
Posts: 3
Joined: Wed Sep 27, 2023 11:46 am
Preferred Pronouns: He/Him
Operating System Version (Optional): 10

Re: Map compatibility fixes

Post by yuriyivanovskiy »

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.
Professor Hastig
Posts: 232
Joined: Mon Jan 09, 2023 2:02 am
Graphics Processor: nVidia (Modern GZDoom)

Re: Map compatibility fixes

Post by Professor Hastig »

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.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49071
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Map compatibility fixes

Post by Graf Zahl »

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.
User avatar
Phredreeke
Posts: 295
Joined: Tue Apr 10, 2018 8:14 am

Re: Map compatibility fixes

Post by Phredreeke »

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.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49071
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Map compatibility fixes

Post by Graf Zahl »

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.

Return to “Bugs [Raze]”