I'm not sure why you "have to". Is it because you are using -warp on the command line or something? If so, use +map e1m1 instead. (note it's a "+" not a "-" before the word "map").undead003 wrote:It's a hassle to have to changemap when launching a multiplayer.
[Release] Demon Eclipse - Episode 1
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Enjay
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- Posts: 27588
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- Location: Scotland
Re: [Release] Demon Eclipse - Episode 1
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Kostov
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Re: [Release] Demon Eclipse - Episode 1
Neither -warp 1 1 nor +map works. It has to be +changemap e1m1. It's multiplayer.Enjay wrote:I'm not sure why you "have to". Is it because you are using -warp on the command line or something? If so, use +map e1m1 instead. (note it's a "+" not a "-" before the word "map").undead003 wrote:It's a hassle to have to changemap when launching a multiplayer.
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Enjay
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- Location: Scotland
Re: [Release] Demon Eclipse - Episode 1
On the command line? Are you sure? changemap (when used at the console) is supposed to finish the current map as if the exit was activated and then go to the map specified. If you are putting it on the command line, you aren't in a map for ZDoom to finish.undead003 wrote:Neither -warp 1 1 nor +map works. It has to be +changemap e1m1. It's multiplayer.
And to be clear, the +map console command is different to the command line parameter -warp. It should be:
+map e1m1
not
+map 1 1
Of course, if we are talking at cross purposes, warp has an entirely different effect when the console command version is used (it warps you to coordinates within a map that you are already playing).
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Kostov
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Re: [Release] Demon Eclipse - Episode 1
Huh.
In the log it says "Use changemap instead. map is for single-player only.", but it worked. Something that hasn't before.
In the log it says "Use changemap instead. map is for single-player only.", but it worked. Something that hasn't before.
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Blue Shadow
- Posts: 5046
- Joined: Sun Nov 14, 2010 12:59 am
Re: [Release] Demon Eclipse - Episode 1
Just uploaded a new version which fixes a small issue with the final boss. I also took the opportunity to convert DECORATE to ZScript.
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otarU1921
- Posts: 14
- Joined: Fri Nov 20, 2020 10:26 am
Re: [Release] Demon Eclipse - Episode 1
I think this wad has a bug about where the shots are fired from, it is causing tons of weird behaviors like hitscan shots hitting the walls below enemies center, rockets going lower than intented.
This is probably related to the earlier post that said that player height was increased to 50.
https://i.imgur.com/c63OZfR.png
https://i.imgur.com/mWqy3HU.png
Also on Map E1M4 I found a door before the yellow key that wouldn't open from the other side if it closed.
Tested on GZDoom 4.5.0
I think it's better to use this wad.
https://www.doomworld.com/idgames/level ... d-f/de-pkg
It doesn't have both those bugs.
This is probably related to the earlier post that said that player height was increased to 50.
https://i.imgur.com/c63OZfR.png
https://i.imgur.com/mWqy3HU.png
Also on Map E1M4 I found a door before the yellow key that wouldn't open from the other side if it closed.
Tested on GZDoom 4.5.0
I think it's better to use this wad.
https://www.doomworld.com/idgames/level ... d-f/de-pkg
It doesn't have both those bugs.
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Amuscaria
- Posts: 6635
- Joined: Mon Jul 26, 2004 12:59 pm
- Location: Growing from mycelium near you.
Re: [Release] Demon Eclipse - Episode 1
That's not a bug, that's due to the view-height of the player being higher than the usual doom player that matches closer to where the eyes of the marine would be, but the shoot-height remaining the same.otarU1921 wrote:I think this wad has a bug about where the shots are fired from, it is causing tons of weird behaviors like hitscan shots hitting the walls below enemies center, rockets going lower than intented.
This is probably related to the earlier post that said that player height was increased to 50.
https://i.imgur.com/c63OZfR.png
https://i.imgur.com/mWqy3HU.png
Also on Map E1M4 I found a door before the yellow key that wouldn't open from the other side if it closed.
Tested on GZDoom 4.5.0
I think it's better to use this wad.
https://www.doomworld.com/idgames/level ... d-f/de-pkg
It doesn't have both those bugs.
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Blue Shadow
- Posts: 5046
- Joined: Sun Nov 14, 2010 12:59 am
Re: [Release] Demon Eclipse - Episode 1
Fixed.otarU1921 wrote:Also on Map E1M4 I found a door before the yellow key that wouldn't open from the other side if it closed.
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otarU1921
- Posts: 14
- Joined: Fri Nov 20, 2020 10:26 am
Re: [Release] Demon Eclipse - Episode 1
Wouldn't it be better for the view height to be the same as shoot height?Amuscaria wrote: That's not a bug, that's due to the view-height of the player being higher than the usual doom player that matches closer to where the eyes of the marine would be, but the shoot-height remaining the same.
Because all shots will go to a place where my crosshair isn't. It's even worse if there is no autoaim.
There is a clear disconnect from what you expect when firing a weapon and what happens.
If it was the correct view height then you would understand why the bullets and rockets hit the wall because you are viewing that you are shooting from a lower height.
I understand that the view height was increased so the character pov feels better as a qol change, but I would rather shoot bullets where my crosshair is at as a dwarf than have higher view-height.
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otarU1921
- Posts: 14
- Joined: Fri Nov 20, 2020 10:26 am
Re: [Release] Demon Eclipse - Episode 1
Default height, viewheight and zoffset:
This wad has :
Original Demon Eclipse has default view-height and default zoffset.
Because this wad decreased the default zoffset from 8 to 6 and increased view height without accounting for the zoffset the shots end up going below than intended even if you discard the view-height change.
If you use 8 ( default zoffset ) + 9 ( the increased view height change ) you will get the same behavior as view-height 41 and offset 8, but your vision is taller and you shoot from a higher point.
I would either go with 41/8 so no gameplay changes occur or 50/17.
Code: Select all
ACTOR PlayerPawn native
{
Health 100
Radius 16
Height 56
Mass 100
Painchance 255
Speed 1
+SOLID
+SHOOTABLE
+DROPOFF
+PICKUP
+NOTDMATCH
+FRIENDLY
+SLIDESONWALLS
+CANPASS
+CANPUSHWALLS
+FLOORCLIP
+WINDTHRUST
+TELESTOMP
+NOBLOCKMONST
Player.AttackZOffset 8
Player.JumpZ 8
Player.GruntSpeed 12
Player.FallingScreamSpeed 35, 40
Player.ViewHeight 41
Player.UseRange 64
Player.ForwardMove 1,1
Player.SideMove 1,1
Player.ColorRange 0,0
Player.SoundClass "player"
Player.DamageScreenColor "ff 00 00"
Player.MugShotMaxHealth 0
Player.FlechetteType "ArtiPoisonBag3"
Player.AirCapacity 1
Obituary "$OB_MPDEFAULT"
}Code: Select all
class DoomMarine : DoomPlayer
{
Default
{
Player.Viewheight 50;
Player.AttackZOffset 6;
...Because this wad decreased the default zoffset from 8 to 6 and increased view height without accounting for the zoffset the shots end up going below than intended even if you discard the view-height change.
If you use 8 ( default zoffset ) + 9 ( the increased view height change ) you will get the same behavior as view-height 41 and offset 8, but your vision is taller and you shoot from a higher point.
I would either go with 41/8 so no gameplay changes occur or 50/17.
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Blue Shadow
- Posts: 5046
- Joined: Sun Nov 14, 2010 12:59 am
Re: [Release] Demon Eclipse - Episode 1
The Demon Eclipse version I based this on is "Beta 8", according to the PM history between me and Amuscaria. Although I don't I have it anymore in order to verify, it definitely had the view and attack height changes. It's not something I introduced myself.
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otarU1921
- Posts: 14
- Joined: Fri Nov 20, 2020 10:26 am
Re: [Release] Demon Eclipse - Episode 1
Well, if it was intended by the creator then nothing can be done about it.
Thanks and sorry if I was rude.
Thanks and sorry if I was rude.
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Amuscaria
- Posts: 6635
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- Location: Growing from mycelium near you.
Re: [Release] Demon Eclipse - Episode 1
Why don't you just set it to a height you want? I means it's not hard-coded.otarU1921 wrote:Well, if it was intended by the creator then nothing can be done about it.
Thanks and sorry if I was rude.
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otarU1921
- Posts: 14
- Joined: Fri Nov 20, 2020 10:26 am
Re: [Release] Demon Eclipse - Episode 1
You are right, that was what I did.Amuscaria wrote:Why don't you just set it to a height you want? I means it's not hard-coded.otarU1921 wrote:Well, if it was intended by the creator then nothing can be done about it.
Thanks and sorry if I was rude.
Great wad, I really liked it, I was really surprised at how many of your creations are used on other famous wads.
The weapon sprites, custom monsters, there are lots of things I saw on other wads that probably came from you.
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Blue Shadow
- Posts: 5046
- Joined: Sun Nov 14, 2010 12:59 am
Re: [Release] Demon Eclipse - Episode 1
The mod's been updated.
Highlights:
Highlights:
- E1M4: fixed a door leading to the yellow keycard that could only be opened from one side.
- Gave monsters and weapons name tags.
- Externalized strings to LANGUAGE.