Maps that need compatibility settings.
Moderator: GZDoom Developers
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Please construct and post a simple demo whenever possible for all bug reports. Please provide links to everything.
If you can include a wad demonstrating the problem, please do so. Bug reports that include fully-constructed demos have a much better chance of being investigated in a timely manner than those that don't.
Please make a new topic for every bug. Don't combine multiple bugs into a single topic. Thanks!
Please construct and post a simple demo whenever possible for all bug reports. Please provide links to everything.
If you can include a wad demonstrating the problem, please do so. Bug reports that include fully-constructed demos have a much better chance of being investigated in a timely manner than those that don't.
Please make a new topic for every bug. Don't combine multiple bugs into a single topic. Thanks!
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- Posts: 52
- Joined: Fri Apr 30, 2021 10:22 am
- Graphics Processor: nVidia (Modern GZDoom)
Re: Maps that need compatibility settings.
Infernos map E3M6, the BSK (thing #39, pos 488,896) is not flagged for Easy difficulty, and it is needed for both normal and secret exit, which makes the map impossible to complete on ITYTD and HNTR.
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- Posts: 4
- Joined: Sat Jan 15, 2022 11:19 am
- Graphics Processor: nVidia with Vulkan support
Re: Maps that need compatibility settings.
MarsDoom Map06 needs to have "Use Doom's floor motion behavior" turned on or the green door won't open, making it impossible to progress.
Link: https://www.doomworld.com/idgames/level ... o/marspr9c
Here are a few steps to take if you want to confirm:
Link: https://www.doomworld.com/idgames/level ... o/marspr9c
Here are a few steps to take if you want to confirm:
Code: Select all
gzdoom marspr9c.wad -warp 6 -nomonsters -iwad doom2.wad (no need for the .deh)
warp -873 5521 136
(you can make a test save here for comparison)
flip the switch here
warp -776 3179 128
walk through the doorway to the south (to trigger a linedef) then open the green door on the right
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- Posts: 52
- Joined: Fri Apr 30, 2021 10:22 am
- Graphics Processor: nVidia (Modern GZDoom)
Re: Maps that need compatibility settings.
I have a couple of fixes for The Darkening Episode 2. Not sure if these will be added to GZDoom directly, they prevent 100% but don't stop progression, but I'm posting them just in case.
MAP07 has a few nobles in a teleport ambush at the exit, but they never get activated because the door between them and the teleport line doesn't have a tag. I used a pre-existing tag, judging by the way sectors are designed near the exit this seems most likely to be the intentional way to trigger it.
MAP08 has a sector erroneously tagged as secret, it cannot be reached in any way, and even noclip will not register the secret.
Here's my ZSCRIPT code for both maps.
(MAP17 is the DM version of MAP08 and has the same sector erroneously tagged, I included it as well)
MAP07 has a few nobles in a teleport ambush at the exit, but they never get activated because the door between them and the teleport line doesn't have a tag. I used a pre-existing tag, judging by the way sectors are designed near the exit this seems most likely to be the intentional way to trigger it.
MAP08 has a sector erroneously tagged as secret, it cannot be reached in any way, and even noclip will not register the secret.
Here's my ZSCRIPT code for both maps.
(MAP17 is the DM version of MAP08 and has the same sector erroneously tagged, I included it as well)
Code: Select all
class Darken2_Fixes : LevelPostProcessor
{
protected void Apply(Name checksum, String mapname)
{
switch(checksum)
{
case '0E72254C0C26F721333A1C56E3648D68': // Darken2.wad map07
{
AddSectorTag(466, 14);
break;
}
case '1437B40F2D56DF82346366814E9729D9': // Darken2.wad map08
{
SetSectorSpecial(12, 0);
break;
}
case '244701904E6B754A02842415AB183EBE': // Darken2.wad map17
{
SetSectorSpecial(14, 0);
break;
}
}
}
}