[GZDoom] Dooming The Bar: City 17 V1.1
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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: 27600
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: [GZDoom] Dooming The Bar: City 17
I really sorry that I have lost the link but a news notification popped up on my phone a few days back about this mod. someone had written an article about it... but I can't even remember which outlet it was published on. 
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WARCHILD_89
- Posts: 452
- Joined: Sun Nov 17, 2013 12:27 pm
- Graphics Processor: nVidia with Vulkan support
- Location: MIA between doomed dimensions
Re: [GZDoom] Dooming The Bar: City 17
HOLY DAMN HOT SH#T!!!!!!!!!!!!!!!
I just saw the images, my jaw dropped open. I played it, I totally forgot the work I actually had to do...your 1st map just sucked me into this world instantly!
edit:
I just did a literal walktrough, the story text in the end was hilarious and gave me a good laugh. well done my friend
10 out of 10
NOTE: I encountered a small issue with some models that flicker(enjay knows what we are talking about, eh ?
) there is also a portal that that the horizon jump around (watch here (private video): )
I just saw the images, my jaw dropped open. I played it, I totally forgot the work I actually had to do...your 1st map just sucked me into this world instantly!
edit:
I just did a literal walktrough, the story text in the end was hilarious and gave me a good laugh. well done my friend
10 out of 10
NOTE: I encountered a small issue with some models that flicker(enjay knows what we are talking about, eh ?
Last edited by WARCHILD_89 on Tue Nov 30, 2021 9:31 am, edited 2 times in total.
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Chief Smokey
- Posts: 107
- Joined: Fri Jan 24, 2020 6:17 am
Re: [GZDoom] Dooming The Bar: City 17
Well that's kind of what I'm going to do. I'm already using models and I'm currently in the process of adding NPCs. I'd rather not have these maps used as a battleground because that goes against my authorial intent. It's designed to be played standalone and for the player to adhere to it's rules.WARCHILD_89 wrote:with your permission, I would love to bring life to that map pack via 3d models and adding monsters. My mind is actually going crazy over thinking about the possibilities....
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WARCHILD_89
- Posts: 452
- Joined: Sun Nov 17, 2013 12:27 pm
- Graphics Processor: nVidia with Vulkan support
- Location: MIA between doomed dimensions
Re: [GZDoom] Dooming The Bar: City 17
I just read the copyright/ permissions.
I encountered a small, cosmetical issue (see my previous post)
I encountered a small, cosmetical issue (see my previous post)
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Chief Smokey
- Posts: 107
- Joined: Fri Jan 24, 2020 6:17 am
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Chief Smokey
- Posts: 107
- Joined: Fri Jan 24, 2020 6:17 am
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Valken
- Posts: 281
- Joined: Mon Jun 08, 2015 7:32 am
Re: [GZDoom] Dooming The Bar: City 17
Looks great keep it up!
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Chief Smokey
- Posts: 107
- Joined: Fri Jan 24, 2020 6:17 am
Acquire your unmonetized televisions!
In classic Half-Life fashion this project was meant to be finished a long time ago (apologies for that, a lot of the final touches are in the hands of a collaborator of mine and naturally they have their own schedules and so on), but at least now the mythical FREE TVS of ancient siggraphian legend have been implemented.
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Chief Smokey
- Posts: 107
- Joined: Fri Jan 24, 2020 6:17 am
Version 1.1 Release
Here's V1.1!
Because of constant setbacks I've decided to release the build as-is (which is an entirely playable state, no worries) and shelve it for the moment. Over V1.0 it features many quality of life improvements, aesthetic tweaks and most importantly NPCs - albeit still in an unfinished state. It generally feels more "full" and polished.


DOWNLOAD:
Mediafire: https://www.mediafire.com/file/egj9a6a3 ... 1.zip/file
Google Drive: https://drive.google.com/file/d/1DQipiu ... ljKPR/view
Because of constant setbacks I've decided to release the build as-is (which is an entirely playable state, no worries) and shelve it for the moment. Over V1.0 it features many quality of life improvements, aesthetic tweaks and most importantly NPCs - albeit still in an unfinished state. It generally feels more "full" and polished.


DOWNLOAD:
Mediafire: https://www.mediafire.com/file/egj9a6a3 ... 1.zip/file
Google Drive: https://drive.google.com/file/d/1DQipiu ... ljKPR/view
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Enjay
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- Posts: 27600
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: [GZDoom] Dooming The Bar: City 17 V1.1
I just wanted to load this up again because I enjoy the atmosphere, but it won't start.
It gives several warnings:
But they are just warnings. However, there is also this error:
Which is the thing actually stopping it playing.
Tested in UZDoom 4.14.3, UZDoom 5.0 GitHub trunk build, GZDoom 4.14.2 and GZDoom GitBuild. None of them would start.
It gives several warnings:
Code: Select all
Texman.Init: Init texture manager.
Texture LADDER is left without any patches
Texture 'CONC66' references itself as patchCode: Select all
Script warning, "DTB_V1.1.pk3:zscript/weatherhandler.zs" line 108:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/weather.zs" line 80:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/weather.zs" line 557:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 168:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 345:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 36:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 45:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 49:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 89:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 124:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 196:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 209:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 209:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 209:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 209:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 231:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 353:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 538:
Truncation of floating point valueCode: Select all
Script error, "DTB_V1.1.pk3:zscript/precipitation.zs" line 11:
Cannot convert Pointer<NativeStruct<F3DFloor>> to Pointer<NativeStruct<Sector>>Tested in UZDoom 4.14.3, UZDoom 5.0 GitHub trunk build, GZDoom 4.14.2 and GZDoom GitBuild. None of them would start.
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Enjay
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- Posts: 27600
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: [GZDoom] Dooming The Bar: City 17 V1.1
I *think* the following is a suitable fix for the game-stopping error:
original code:
The problematic code is the final line.
Replacing it with this allows the game to start.
Oh, and a lot (but not all) of the "truncation of floating point errors" are due to calls to A_StartSound missing the flags parameter, so everything past that shifts by one slot and that means inappropriate data types are ending up in the wrong slot (so, a nice easy fix).
I have what I *think* is a fixed up version with no errors or warnings but I'll only post it if it's OK to do so with Chief Smokey. (Also, my powers of ZScript are weak, so I may not have made the best fixes in some cases.)
original code:
Code: Select all
void Reset()
{
bHitPortal = bHitWater = false;
results.hitType = TRACE_HitNone;
results.ffloor = null;
results.crossedWater = results.crossed3DWater = null;
}
Replacing it with this allows the game to start.
Code: Select all
void Reset()
{
bHitPortal = bHitWater = false;
results.hitType = TRACE_HitNone;
results.ffloor = null;
results.crossedWater = null;
results.crossed3DWater = null;
}
I have what I *think* is a fixed up version with no errors or warnings but I'll only post it if it's OK to do so with Chief Smokey. (Also, my powers of ZScript are weak, so I may not have made the best fixes in some cases.)







