[Release]SVDoom and SVHeretic [aka SVHertic] Version 2.00

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Siberian Tiger
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[Release]SVDoom and SVHeretic [aka SVHertic] Version 2.00

Post by Siberian Tiger »

I’ve decided it was time to update these two projects again. This time, this update focuses on ZDoom’s new special lump ‘ZMapINFO,’ that utilizes ZDoom’s features. However, for older ports such as ScoreDoom, and even some ancient builds of SkullTag can still use the older but updated MAPINFO.

So what does these do?
This allows any specific supported engine to continuously run all maps from all episodes. This file ignores (End Episode), and well reroutes to the next episode when the current is finished. Perfect for multiplayer purposes!

Test out the new beta builds and let me know if there is any compatibility problems.

Screenshots
Spoiler: SVDoom
Spoiler: SVHeretic
Downloads:
Last edited by Siberian Tiger on Wed Oct 12, 2016 1:23 am, edited 12 times in total.
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Re: [WIP]SVDoom and SVHeretic Upgraded in Beta!

Post by NeuralStunner »

Yes! These will be great to host a server with. 8-)
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Re: [WIP]SVDoom and SVHeretic Upgraded in Beta!

Post by Siberian Tiger »

Another update on both SVDoom and SVHeretic. The noticeable changes are now after each episode the player starts with a pistol (just like the original game), and SVHeretic now features Episode layout maps (for episodes that support it) during Intermission screens. In addition to the changes and additions, I've included a change log on the original topic post.

Please send me retorts about any bugs that you may encounter.
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Re: [WIP]SVDoom and SVHeretic Upgraded in Beta!

Post by NeuralStunner »

Does this reset your health between episodes too? (Not sure if there's a way to do that in Skulltag.) Granted, the only time it'd matter much is with DooM E1 into E2.
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Re: [WIP]SVDoom and SVHeretic Upgraded in Beta!

Post by amv2k9 »

NeuralStunner wrote:Does this reset your health between episodes too?... Granted, the only time it'd matter much is with DooM E1 into E2.
Yeah, that would suck.
But how would you make sure it only does it there?
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Re: [WIP]SVDoom and SVHeretic Upgraded in Beta!

Post by Siberian Tiger »

NeuralStunner wrote:Does this reset your health between episodes too? (Not sure if there's a way to do that in Skulltag.) Granted, the only time it'd matter much is with DooM E1 into E2.
Yes, and no.
It seems 'ResetInventory' does restore the players health, but GZDoom reports what the players health was before the map change, and thus a desync. Can someone confirm if the players health is supposed to be replenished with the 'ResetInventory' argument in the ZMAPINFO lump?
ZD WIKI wrote:Inventory is reset when entering the map, enforcing a "pistol start" gameplay.
Source of quote
NeuralStunner wrote:(Not sure if there's a way to do that in Skulltag.)
SkullTag is not yet compatible of reading the ZMAPINFO lump.
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NeuralStunner
 
 
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Re: [WIP]SVDoom and SVHeretic Upgraded in Beta!

Post by NeuralStunner »

Siberian_Tiger wrote:SkullTag is not yet compatible of reading the ZMAPINFO lump.
Well, it's basically an alias for MapInfo so that other ports (like vanilla Hexen) can safely ignore it. (I was thinking of ResetHealth, specifically.)

I'll have to give it a try later and see how it does. Granted, if playing online you probably have someone to cover you while you heal, if you drew the short straw for E1M8's end teleporter. :P
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Re: [WIP]SVDoom and SVHeretic Upgraded in Beta!

Post by Siberian Tiger »

NeuralStunner wrote:I'll have to give it a try later and see how it does. Granted, if playing online you probably have someone to cover you while you heal, if you drew the short straw for E1M8's end teleporter. :P
Keep in mind, to stay compatible with older ports such as Odamex and ScoreDoom, MAPINFO only holds the basic arguments to keep the game going. However, ZDoom based engines that are capable of reading from the ZMAPINFO lump, will be able to have the newer added arguments, such as 'ResetInventory'.
NeuralStunner wrote:ResetHealth
I must have overlooked that one argument, thank you for pointing that out!
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Re: [WIP]SVDoom and SVHeretic Upgraded in Beta!

Post by Siberian Tiger »

Uploaded a new build of both SVDoom and SVHeretic which now replenishes the players health after each new episode.
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Re: [WIP]SVDoom and SVHeretic Upgraded in Beta!

Post by NeuralStunner »

Looking good!

I like having the intermission after the boss maps. :) Though I wonder why it doesn't display "Now Entering:" for the next episode's first map.

Also, looking through your ZMapInfo, I notice you define the same flags/properties a lot. You can define these once in a DefaultMap at the beginning, and they'll apply to all the maps after to save some space. :)
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Re: [WIP]SVDoom and SVHeretic Upgraded in Beta!

Post by DaMan »

You only need the ExM8's for the regular mapinfo if we want to save some bytes.
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Re: [WIP]SVDoom and SVHeretic Upgraded in Beta!

Post by Siberian Tiger »

A new update is now available for both SVDoom and SVHeretic. This new update includes a few changes and additions including, GameInfo and GameDefault which will minimize the redundancy arguments within the map arguments, monsters can now telefrag other monsters and even players, and an experimental enforced argument that forces the GZDoom's OpenGL 'lightmode' to '0' (Standard lighting). Furthermore, as I have added the enforced 'lightmode' argument within the ZMapInfo, I wanted to enhance a bit of the older lighting effects. However, as adding the 'lightmode' is an experiment, I would like to hear from others about their opinion wither I should leave the argument, use a different value/lightmode, or expunge the argument completely.
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Re: [WIP]SVDoom and SVHeretic Upgraded in Beta!

Post by NeuralStunner »

Siberian_Tiger wrote:However, as adding the 'lightmode' is an experiment, I would like to hear from others about their opinion wither I should leave the argument, use a different value/lightmode, or expunge the argument completely.
As a Doom mode user, I have to say it's out of place. While it doesn't perfectly emulate software's lighting, I find Standard too bright and Dark too dim. (It's something that should be left up to user preference, anyway.)
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Re: [WIP]SVDoom and SVHeretic Upgraded in Beta!

Post by Siberian Tiger »

Released a new revision build! The major and noticeable changes:
  • Removed the forced OpenGL setting
  • Restored compatibility with other PWAD's that use the LevelNum argument
  • Intermission screens now renders the way it was meant to be!
I strongly suggest testing the ZMAPINFO lump by entering each new episode on an multiplayer environment. Utilizing clusters from the previous release from 2008, could cause HOM issues to be rendered during the intermission screen when advancing to the next episode. Hopefully since that time, that HOM issue wont return. Please report any strange behaviors.
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Re: [WIP]SVDoom and SVHeretic Upgraded in Beta!

Post by Siberian Tiger »

Critical fix build of SVDoom has been released, which resolves an issue with ports that would fail during startup when reading the MAPINFO lump.
Revision 60 wrote:Removed the leading zeros from the first episode within the newly added 'LevelNum' argument in the MAPINFO.txt
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