I don't know why, but, whenever I have killed all monsters in the map, the exit button doesn't emerge. Mods/wads in use: Digital Guns Mod, Colourful Hell, Joymaps6-b3 and Wartrophies. GZdoom version: 4.14.
My thoughts so far about the mapset: Amazing, except, Chaotic Keep. Don't get me wrong, amazing map thematically... Gameplay wise, oh... Oh oh, oh... I have so many choice words Dobu... Well, most of the map is pretty awesome gameplay wise, but, those few parts. Thankfully I am done seething about that map... Although I rather choose not to put up with such a divisive map, well, in my opinion divisive map.
Really should look for more tough map wads to grind through, because I am in the mood.
Joy of mapping6, E4M11 problem.
Re: Joy of mapping6, E4M11 problem.
Two issues I'm seeing:
- The "b3" tells me you're loading a beta build of the project. The set is out in full on /idgames. Update to this build and see if the problem persists.
- Without knowing what precisely the mods you've loaded are doing, I can say pretty confidently that it has to be something in one of those mods causing the exit switch trigger to fail. If you play the map with no mods, all that's required to beat the map is to kill the spider mastermind and the cyberdemon. Something in the mods is very likely messing with the way these boss monsters get spawned in the map, and the crucial TID 23 that is checked in the looping exit trigger script is not inherited by the resulting monster(s).
- The "b3" tells me you're loading a beta build of the project. The set is out in full on /idgames. Update to this build and see if the problem persists.
- Without knowing what precisely the mods you've loaded are doing, I can say pretty confidently that it has to be something in one of those mods causing the exit switch trigger to fail. If you play the map with no mods, all that's required to beat the map is to kill the spider mastermind and the cyberdemon. Something in the mods is very likely messing with the way these boss monsters get spawned in the map, and the crucial TID 23 that is checked in the looping exit trigger script is not inherited by the resulting monster(s).
Re: Joy of mapping6, E4M11 problem.
Problem persists. I am going to assume, you mean specific version of the mods. I have changed from the beta to full release. Here are the versions of the mods I am running the wad with: DigitalGunMod Version. 1.1-1, ColourfulHell_1_03, joymaps6, wartrophies-v.1.11.0 and they are loaded in the mentioned order digital as first, and wartrophies is last. Sorry for late reply, but, I just yesterday checked this thread and noticed a reply here. And just recently climbed up to the problem map.Jimmy wrote: ↑Fri Jun 20, 2025 5:15 am Two issues I'm seeing:
- The "b3" tells me you're loading a beta build of the project. The set is out in full on /idgames. Update to this build and see if the problem persists.
- Without knowing what precisely the mods you've loaded are doing, I can say pretty confidently that it has to be something in one of those mods causing the exit switch trigger to fail. If you play the map with no mods, all that's required to beat the map is to kill the spider mastermind and the cyberdemon. Something in the mods is very likely messing with the way these boss monsters get spawned in the map, and the crucial TID 23 that is checked in the looping exit trigger script is not inherited by the resulting monster(s).
If I had to GUESS, maybe it is because tag checking for default/vanilla Doom 2 Cyberdemon and Spidermastermind, Colourfull hell mod has a chance of changing the both to another variant, but, still based on the two mentioned monsters, however, due to that small difference. It gets bugged?
Here's the list of the links to the mods:
Link for the Wartrophies mod: viewtopic.php?t=67054
Link for the Colourfull hell: viewtopic.php?t=47980
Link for the DigitalGunMod: viewtopic.php?t=78838
That should be all. I think. Thank you for replying. EDIT: Missing specification of enemies, that are tagged. My bad.
- Nems
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Re: Joy of mapping6, E4M11 problem.
I can say with confidence that it's definitely Colorful Hell that's the culprit. For some reason some boss monsters don't trigger their special actions when killed. It's a bug that I've brought up in the past but if I recall right, Hege isn't sure what the problem should be since they said all boss monsters in the mod should have the appropriate special actions. If I'm wrong on this, someone correct me. You should try the same level without any mods to see if the issue persists but I'm certain it's a Colorful Hell issue.
Re: Joy of mapping6, E4M11 problem.
Confirmed, just completed the map without colourfull hell, there's some kind of tagged monster weirdness on either the map or colourfull hell specific problem with the map. Just recently beat the map. It's a good map to be honest, just odd that it has this specific weirdness about it.Nems wrote: ↑Wed Jun 25, 2025 9:26 am I can say with confidence that it's definitely Colorful Hell that's the culprit. For some reason some boss monsters don't trigger their special actions when killed. It's a bug that I've brought up in the past but if I recall right, Hege isn't sure what the problem should be since they said all boss monsters in the mod should have the appropriate special actions. If I'm wrong on this, someone correct me. You should try the same level without any mods to see if the issue persists but I'm certain it's a Colorful Hell issue.