Maps that need compatibility settings.

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brick
Posts: 52
Joined: Fri Apr 30, 2021 10:22 am
Graphics Processor: nVidia (Modern GZDoom)

Re: Maps that need compatibility settings.

Post by brick »

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.
supinnah
Posts: 4
Joined: Sat Jan 15, 2022 11:19 am
Graphics Processor: nVidia with Vulkan support

Re: Maps that need compatibility settings.

Post by supinnah »

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:

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
brick
Posts: 52
Joined: Fri Apr 30, 2021 10:22 am
Graphics Processor: nVidia (Modern GZDoom)

Re: Maps that need compatibility settings.

Post by brick »

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)

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;
			}
		}
	}
}

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