Map compatibility fixes
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Map compatibility fixes
In "Duke It Out in D.C.", the seventh level "Brown Water" (DUKEDC7) has the yellow keycard (sprite #333) partially stuck in the floor, making it harder to see.
This is not a problem with Raze or the renderer, but an oversight of the map author. It should probably be addressed with a maphack.
This is not a problem with Raze or the renderer, but an oversight of the map author. It should probably be addressed with a maphack.
Last edited by NightFright on Thu May 13, 2021 12:45 pm, edited 2 times in total.
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Re: [1.1.0] Yellow keycard in DUKEDC7
Agreed. The perfect use case of a compatibility patch.
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Re: [1.1.0] Yellow keycard in DUKEDC7
Ah should we post these bugs as well? As there are more of these - for example E3M2 of Blood :
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Re: [1.1.0] Yellow keycard in DUKEDC7
Let's collect them for now. Currently the compatibility feature is still a bit rough, this will be taken care of when it gets rewritten.
But please, without any hint where in the map this is I won't be able to do anything about it. To patch this I need to find out the sprite number - easy enough for the keycard but with the second screenshot - no chance.
But please, without any hint where in the map this is I won't be able to do anything about it. To patch this I need to find out the sprite number - easy enough for the keycard but with the second screenshot - no chance.
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Re: [1.1.0] Yellow keycard in DUKEDC7
In axl's screenshot of E3M2, it's right here.Graf Zahl wrote:Let's collect them for now. Currently the compatibility feature is still a bit rough, this will be taken care of when it gets rewritten.
But please, without any hint where in the map this is I won't be able to do anything about it. To patch this I need to find out the sprite number - easy enough for the keycard but with the second screenshot - no chance.
It gloriously rotates half-buried into the ground in Software
https://i.postimg.cc/Rv5JK4xD/Blood-0000.png
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Re: [1.1.0] Yellow keycard in DUKEDC7
What Graf is saying is, post the exact sprite number or don't bother.
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Re: [1.1.0] Yellow keycard in DUKEDC7
Maybe the spider room in Blood E3M3: Raw Sewage. Those are enemies though.
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Re: [1.1.0] Yellow keycard in DUKEDC7
Dynamo wrote:What Graf is saying is, post the exact sprite number or don't bother.
Or some map coordinates. At least something that helps find the sprite in an editor.
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Re: [1.1.0] Yellow keycard in DUKEDC7
Which is what I provided, yes.Graf Zahl wrote:Dynamo wrote:What Graf is saying is, post the exact sprite number or don't bother.
Or some map coordinates. At least something that helps find the sprite in an editor.
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Re: Requests for maphacks
I have renamed the thread for general purposes.
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Re: Map compatibility fixes
Might as well sticky it, since its GZDoom counterpart is, as well.
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Re: Map compatibility fixes
Maybe there should be a list on the wiki for maphacks that already exist?
One I checked today, which is implemented in BuildGDX already, is in Twin Dragon's Warehouse. The secret near the start of the level is not accessible at lower difficulties due to a mine necessary to blow up a wall being tagged as only appearing on higher difficulties.
One I checked today, which is implemented in BuildGDX already, is in Twin Dragon's Warehouse. The secret near the start of the level is not accessible at lower difficulties due to a mine necessary to blow up a wall being tagged as only appearing on higher difficulties.
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Re: Map compatibility fixes
I think that one is dealt with in the map loading code. I puiled in some of these fixes from SWP.
That check should probably be fully externalized, though, once we have a proper level compatibility patcher like GZDoom.
Code: Select all
// spawn Bouncing Betty (mine) in TD map 09 Warehouse
if (sp->picnum == 817 && (currentLevel->flags & LEVEL_SW_SPAWNMINES))
return true;
That check should probably be fully externalized, though, once we have a proper level compatibility patcher like GZDoom.
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Re: Map compatibility fixes
Wasn't this the fix you commented out originally, though?Graf Zahl wrote:I think that one is dealt with in the map loading code. I puiled in some of these fixes from SWP.
That check should probably be fully externalized, though, once we have a proper level compatibility patcher like GZDoom.Code: Select all
// spawn Bouncing Betty (mine) in TD map 09 Warehouse if (sp->picnum == 817 && (currentLevel->flags & LEVEL_SW_SPAWNMINES)) return true;
I know one was commented because it didn't work as it was.
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Re: Map compatibility fixes
There's also the missing anime babe in Twin dragon level 1 at lower difficulties.Phredreeke wrote:Maybe there should be a list on the wiki for maphacks that already exist?
One I checked today, which is implemented in BuildGDX already, is in Twin Dragon's Warehouse. The secret near the start of the level is not accessible at lower difficulties due to a mine necessary to blow up a wall being tagged as only appearing on higher difficulties.