Realm667 / WolfenDoom

"WolfenDoom - Blade of Agony" | Important: This is only meant for development and testing purposes. You are NOT ALLOWED to use material from this repository for your own projects. Important: This repository is for development and testing purposes, you are NOT ALLOWED to use the copyrighted material for your own projects without our permission!
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Feedbacks from N00b and russian community #178

Closed Talon1024 closed 4 years ago

Talon1024 commented 4 years ago

These are from the Facebook chat. I'm posting them here to ensure they don't get lost.

Talon1024 commented 4 years ago

More feedback:

Raster graphics can't use translations unless we'll do something crazy like add empty boxes to fill with custom language entries

Username-N00b-is-not-available commented 4 years ago

Some more feedback on C3M1:

Resolved issues - [x] Some SS troopers (static ones, I suppose?) do not end their death animation. :question: ![temp](https://user-images.githubusercontent.com/59409713/72680404-7ccf8100-3aca-11ea-8b8d-90fb995af28a.png) > You seem to be the only one to have these issues, the only one I had were [different](https://github.com/Realm667/WolfenDoom/commit/c5191d8352a052b43726af83eb02cd79f722a8d4) and always while testing from Ultimate Doom Builder, never in game - [x] Do the prisoners really have to be able to take damage from player's weapons? I think it would be better to make them like the Allied companions in E3M5_A. - [x] (580, -11036, -15): metal grates block bullets. - [x] (5664, -10932, 9): the red door gets blocked by a cart when opening the door from outside. - [x] (6997, -14879, 137): shooting a STEN to the direction of (6948, -15728, 137) somehow breaks the mirror. > Can't reproduce this as well, mirror doesn't get break until I am in range and there are no lines or actors which trigger the line so idk what kind of problem did you get, may be related to your oddities with death frames as well - [x] The metal grate at (14983, -12520, -175) seems to be timed. Maybe change its activation to the 'death' of Mengele? Same goes for the second fight at (-4532, 860, 433). - [x] The middle textures (grates) on the bridge with Tiger at (6176, -8671, -15) are non-blocking. - [x] The area near (6653, -3895, 276) is very cramped and has too high door density for my tastes. The soldiers open them into wrong directions and block both themselves and the player. Maybe make some of them open only in one direction? - [x] The stacked crates at (7066, -3434, 385) are just ridiculous: the highest crate's center of mass does not stand on the crate immediately below, it would just fall from there. Also, there are misaligned textures :-) > Fixed adding a 3d model, these issues were already known to me but didn't fix them since I was waiting for something doable with mapping, but due to the fact scaling doesn't get saved properly then I thought it would have been better to include minibox models for the case; Same issues are present at the end of U-Boat map where you must rendez-vous with Miller too, will fix later - [x] The secret sector at (6684, -5715, 433) is too small, and considering the slope near it, the player can take all the golden items but not have the secret registered. - [x] The door at (-24722, 474, -36) is blocked by a lamp near it when trying to open the door from the cell. - [x] The Zyklon C blocks (one of them is at (-4442, 3006, 49) can catch an inexperienced player, forcing them to noclip out of there. I realize that is intentional, but some sort of extra warning could help newbies here. - [x] The ventilator near (-5980, 4541, 44) has a 'protective grate' near it, the grate cannot be destroyed. Also concerning the area design: the ventilator pulls the 'fresh air' from above of the Zyklon C pit right into the technical rooms :-)

This needs to be more specific, will test the map again during the week to understand what's going on... C3M1 is a nightmare in terms of tags uses, there are several which are doubles so that can cause unwanted problems.

EDIT: I think that's related to the fact that map is stealth sensible, which means that certain point of the map we turn BJ with normal uniform and make him then non-stealth anymore, so cheating may have caused an issue here

That's probably because of idkfa and going through the areas in order which was not intended. --N00b

Ozymandias81 commented 4 years ago

Which version of gzdoom are you using exactly? And please playtest without cheats,maybe just use buddha from console in case and also tell us which gameplay options you usually enable and do not load mods with boa (just in case, I am sure you didn't right?) Gonna test with most recent build which can be downloaded from here

EDIT - Okay can't reproduce it so you are probably using an outdated version of GZDoom, so please update your reply here after setting up gzdoom properly. You playing BoA under Windows or some else OS? Also which are your pc specs?

Username-N00b-is-not-available commented 4 years ago

My GZDoom is set properly though. :-)

I am using the most recent devbuild (downloaded it about 7 hrs. ago from drdteam, also is there an automatic way to get new binaries without compiling them on the local machine?), g4.3pre-676-g43562c94d. Just in case, the WolfenDoom pk3 is The only cheats I use are iddqd and idfa (sometimes idkfa or idclip if it is a long map and I want to skip a part of it — yes I am aware that this may break scripts, I don't post such problems in my feedback). Options..? Well, I don't remember... probably something like the default settings, but the rendering settings (from BoA's own menu) turned to low or the lowest values (3D trees are disabled, so are filters, low blood level and so on). I also have unlimited sprint and (unimplenented) developer commentary on, but don't think this is relevant :-) Yes, I am playing under Windows 10 on a laptop (with energy saving disabled). 8GB RAM, Nvidia GeForce MX150. Which of the issues could not be reproduced?

Working on another commit... Will it be possible for me to change C3M5_A a little bit? All I want is to add a secret cache of supplies (which could be accessed after talking with the new NPC); if he is not talked to, virtually nothing will change from what is on the map at the moment. I will try to make another commit to this branch with my modified version of the map and some other changes today.

AFADoomer commented 4 years ago

@Username-N00b-is-not-available - I cannot recreate the death frame issue, either... I just went on a noclip-god-mode-and-chaingun rampage in the initial camp area, and not a single enemy stopped partially through their death sequence. I can only get something like your screenshot if I quickly toggle the 'freeze' cheat right as an enemy dies.

We need to know specifically what BoA options you have enabled (and any other mods loaded?) so that we can trace the problem here.

Username-N00b-is-not-available commented 4 years ago

Sorry, I forgot to specify that of course no, I don't have any mods loaded. Strangely, I also now cannot reproduce the issue on the guards near the red key building, but the two MP 40 SS who are shooting a prisoner at (1314, -12914, -15) showed this problem again. This is some kind of an actor state problem anyway, what effect could the rendering settings have upon it? If you are also asking about GZDoom options, I do not use any compatflags or such; I just rebind the keys to WASD, enable jump/crouch and disable n-linear texture filtering.

Ozymandias81 commented 4 years ago

I always take everything in consideration for experience, this is also we need you reliable on Facebook to keep in contact about how we work properly. And yes it was the death thing, which in my end didn't happen anything strange in any circumstance. Please download a fresh new copy of gzdoom, unzip it in a separate folder and there move our recent build of boa.pk3 and test there with Doom2.wad

Username-N00b-is-not-available commented 4 years ago

That does not change anything, sir. The main building guards issue somehow resolved itself, but the two SS from my last post just continue to stand (with a firing frame?) after their death. This is a clean gzdoom with doom2.wad+wolf_boa-bf8c56cf2.pk3 screenshot: temp What about other issues? Can they be reproduced?

Tormentor667 commented 4 years ago

@Username-N00b-is-not-available - Thanks for all the feedback and the translations, good work and your feedback is highly appreciated! Regarding some things you mentioned:

Tormentor667 commented 4 years ago

Regarding the metal grade at Mengele's cellar room: It is timed for multiplayer in mind, will leave it as is for now even though BoA isn't multiplayer compatible (yet). Other than that fixed a lot of issues you mentioned, thanks for spotting these.

Username-N00b-is-not-available commented 4 years ago
Resolved issues You're welcome, it is quite entertaining for me to spot these. On the third issue: yes, these are fixed now thanks to Ozymandias, but I now realized that: - [x] You can jump onto a standing (or even moving) prisoner's head, jump one more time, ending up on a barrack, then jump onto the toilets and run and jump over the 'walkable' grates into the river. It may be better to just make the border impassable instead of walkable & projectile-passthrough midtex. > While this is only possible with infinite sprint, jumping over prisoners head was already known. I'll see what to do with the actors. Projectile-passthrough is needed, I could simply add block players instead. Huh, this is starting to reseble the famous Russian anecdote about a hacker in the canteen... :-) On the fourth & fifth: why would I say 'no' (if you are asking me?) Of course they can if they want to do that and have time. On the sixth: actually, it looks like I made some bug there instead... oops. - [x] For some reason, first two of the new skill names are not shown, and the placeholders (technical translatable names) are written there instead. Other three work just fine. Could it be because of a-umlaut in the German translation string (Bund Deutscher Mädel)..? What about crate levitation? :-) > Crates and Skills fixed today 20/01/20
Username-N00b-is-not-available commented 4 years ago

I meant just a regular impassable flag from the old Doom (not 'block everything'). Here is a zip file with two mp4's: first is about the mirror (and another interesting bug), second is jumping over the border without infinite sprint. Also, the starting area just recommends the player to jump over the prisoners' heads (it would be faster & the SS do not react to that). Maybe add something like +THRUSPECIES to their definitions, so the player cannot jump on them? c3m1.zip

Ozymandias81 commented 4 years ago

I meant just a regular impassable flag from the old Doom (not 'block everything').

Setting IMPASSABLE make things even worse, we need projectile to pass through. About prisoners again will think about something, just working on it. (and checking your videos)

EDIT 1 - The video where you run towards the bathroom with cheats on well, you shoot not far from the window and debris that flies very rapidly hits the mirror, breaking it (see those bullets?) Screenshot_Doom_20200120_183200

EDIT 2 - Fixed climbable prisoner lol defining additional Player species and THRUSPECIES flag

Thanks again for you feedbacks, I have also fixed the disappearing toilet soldier since it was not correctly positioned on top of the toilet XD

AFADoomer commented 4 years ago

You can also escape the prison area by walking north on top of the fence at 1632, -9920 (at the secret where you climb crates to get on the roof to jump across the fence to get gold). Also, the scientist, guard, etc. at 3712, -11680 can be jumped on to get to the roof of that nearby building.

It might be best to add some more invisible mines... A better fix might be to add enemy spawners outside the fence, paired with making your disguise ineffective - scripted to activate via an "actor hits floor" trigger on the outside sectors (if we do this the north side may need to be split, since it's the same sector that we pass through at the bridge with the tank).

Tormentor667 commented 4 years ago

I like AFA's suggestion, can you take care of that stuff @Ozymandias81 ? I will work on the INTERMAP and other maps today implementing the spys so I would like to leave the C3M1 issues to you.

Ozymandias81 commented 4 years ago

Fixed prisoners behavior adding THRUSPECIES and also additonal Player species for them. At the start point you can indeed jump over SneakableSS guards, but without cheats you will die shortly and that's intended. I will see what I can do for fixing issues on C3M1

Tormentor667 commented 4 years ago

Thanks man :)

Username-N00b-is-not-available commented 4 years ago

Sorry, but I think that impassable does NOT block projectiles! I mean that old flag from Doom! If it would, things like imp cage in Plutonia MAP02 would be impossible. I think this flag (or 'Block players') would be the best (& simplest) solution. Or is there some other factor specific for BoA I don't know about? So, this was just an empty casing after all? :-)

Working on more feedback for C3M3...

Talon1024 commented 4 years ago

https://github.com/Realm667/WolfenDoom/issues/178#issuecomment-576369590 should be fixed: https://github.com/Realm667/WolfenDoom/commit/340671115e8ba3224be61b3f4247d1e740d29d22

Username-N00b-is-not-available commented 4 years ago

C3M3

Resolved issues **C3M3_A**: - [x] To me, C3M3_A is in need of at least one additional secret. That one in the basement is just very straightforward, it is just a door with gold in caverns behind it. I would hide a secret somewhere in the town of Arnhem, preferably in one of the ruined houses with Nazis. It does not have to be something large, something like 'flak vest [see also one of the next tasks]+ two 9mm magazines + grenade + 20hp medikit' would work well. It would just have to be thoroughly hidden to encourage exploration. - [x] Piano (or some other large musical instrument, didn't check what it was) near (6671, 13233, -88) disappears after being shot. Just disappears, not throwing any debris. - [x] One of the snipers on the tower (specifically, the first one to encounter) has no or almost no effect on the player's movement: his view is blocked by the houses too often. **C3M3_B**: - [x] Mechanics have 100HP (I played on ITYTD), it is ridiculously high especially when troops and officers have no more than 40. - [x] The soul secret provides the player with a 200% heavy armor. That's pleasant, but an almost immediate later non-secret storage area gives the player another one. What for? I would remove the armor from Klein Nebelwerfer room and add a flak vest to C3M3_A instead. > The vest was added, but the secret is very obvious because of the crates (though it is unobtainable) and I meant to remove the heavy armor from the secret (so that it wouldn't be too unfair for the player). Will try to fix myself -- N00b, 24 January >Edit: fixed, see PR - [x] Also in this area: some soldiers near (18279, 2053, -96) are sleeping (they do not react to gunfire and do not notice the player running behind them). Edit: these coordinates were correct, but my description was not :-) They just do not hear the gunfire in the Flak 38 room, that can be abused to kill them without whem waking up. - [x] Speaking of tanks one more time: they are IMO too weak (I mean 'proper' artillery projectile tanks and not APCs which shoot their machineguns — that is hell). I can literally destroy that Tiger in the tower with a combat knife (I would have attached a video, but it is too large and also is not really interesting to watch, I suppose :-) ), and this would not resemble the Doom comic situation. While you do not know when to expect the next rocket salvo from a Cyberdemon (you can stay behind cover an additional time or take a risk and shoot), the tanks are just miserable because of their aiming system (turn the slow tower to the player's location, then WAIT ALMOST A SECOND, then fire at the player). The tank's treads damage the player only on the front, it should be changed. Also, to compensate for long aiming time I would change the tank's fire mode to something like Thing_ProjectileIntercept (that is ACS, but ZScript would definitely allow to write an action function with similar behaviour), so the player would have to change both their position AND momentum to not end up as a cloud of giblets. The tank turns its turret; when it sees that player is under its crosshair, it calculates the offset and time it would be necessary to turn the turret for adjusting the angle (see picture, will provide exact coordinate formulas tomorrow), and then immediately shoots (for example, this would mean instant death to a standing player). ![temp](https://user-images.githubusercontent.com/59409713/72754944-484aea80-3bda-11ea-8f8a-12b90938026b.png) Also the tanks should probably not take damage from small guns, at least with damagefactor 1.0. I have already proposed 0.0 for melee, 0.25 for 9mm bullets & shotgun pellets (but 0.0 would be more realistic, TBH), 0.5 for rifle, Nebelwerfer and Flammenwerfer. But this all has to be thoroughly discussed. - [x] There are flat and texture misalignments in the tower: (15054, 11868, -120) and (16490, 5755, 8) have ceiling textures improperly rotated; lots of crate misaligned floor textures (like in area at (13704, 11188, -24) or (16793, 9224, 440); also misaligns in the inner part of the top of the tower (17397, 13069, 1016). - [x] Last but not least. If you shoot and take the Tiger out with regular weapons (pistol/SMG/rifle/grenades/...) or just happen to play on ITYTD, you can save some Panzerschreck ammo up to the roof of the Flakturm. What does that mean? That means you can make Ryan eat a 88mm rocket, and he willingly does so :-) I think that is actually a great opportunity which needs to stay in the game. But this breaks scripts which are probably tied to phases of Ryan's self-healing, so dogs are constantly spawned and the doors do not open after his death, essentially locking the player from the final of the map.
Tormentor667 commented 4 years ago

Man, you rock!

Username-N00b-is-not-available commented 4 years ago
Calculations ![temp](https://user-images.githubusercontent.com/59409713/72791033-b11c7c00-3c47-11ea-932a-68b6a5f5701a.png) The math involved is not really complex and probably won't affect performance if there are less than thousand of tanks on the map. One possible advantage of this method is that it is 'precise'. Note that it is written in case of a tank standing still (i. e. its velocity is 0). If its velocity is considerable, to take it into account it could be 'subtracted' from the player's velocity for the calculations (to simplify calculations). Though this will still not consider friction, gravity, terrain & lots of other factors :-) In this situation if the player comes near to the tank, the only way for him to survive is not to cross the tank's line of sight. It may turn out that this mechanic could also be trivialized by a good player, I'll try to research some more on this. Maybe this mechanic is, conversely, too challenging for the player; then it might be desirable to add firing delays depending on skill (smth. like 8 - 2 * skillnumber tics). It might also be the case that I am overthinking it and this just turns the tanks into ComplexDoom-style instakillers, but I think the tanks were planned to add as an immediate serious threat to the player, it just should not be so easy to abuse their primitive firing mechanics (and changing that fire mode to machinegun fire is not an option, another machinegun is the last thing to have in BoA).
Tormentor667 commented 4 years ago

Regarding the fact that I have no idea what you are talking about, I simply point our code-magician @AFADoomer towards this, pretty sure he instantly reads the hyroglyphs :)

Ozymandias81 commented 4 years ago

Tanks have been involved in what we have to follow community feedbacks about being too much hard to kill and overpowered, which the same happend also for big mutants and some occult enemies (SmokeMonster). But surely your feedbacks we'll be of use, I see AFA and Talon already implementing your suggestions so let's see where all of this will go then, specially mapwise.

Username-N00b-is-not-available commented 4 years ago

C3M4

Resolved issues - [x] In the beginning, (1284, -463, 78) the terrain has a big slope. The edges should probably be smoothed out before release. - [x] P_StartScript: Unknown script 0 on some linedefs in the trench (specifically near (4479, -503, -208) & (4781, -848, -208)). - [x] The door at (3762, -2822, 312) still gets blocked when opened from inside the building. - [x] Soldiers near (3373, -1826, 312) do not pay attention to the large explosion behind them. Also, there is no switch to open the door from inside, so the player has to jump from the window. - [x] Zyklon C area (-3743, -7514, -264) has dormant zombies who do not get activated. - [x] Shooting from (-3376, -6240, 184) does not alert the mechanic. This ^^^ is a common problem of many BoA locations (a player opens a door, but stays in previous room and is able to take out the enemies who do not hear him shooting one by one). - [x] A suggestion: it can often be seen in the battle that an enemy shouts out a long phrase, but dies in the middle of it (oops) and somehow proceeds saying the phrase. I would try A_StopSound near the start of Death sequence for this. - [x] Secret at (-1432, -8131, 184) has a HOM and misaligned flats. - [x] Toilet door at (-903, -7704, 184) cannot be opened from inside, locking the player. - [x] In Rastenburg, you can walk on a building foundation and end up in some place at (5296, -16431, -352) where you are effectively unreachable for zombies. This is probably the intended way to play the map though, :-) as there are so many zombies that are not only impossible to kill; playing this results in a slideshow on my medium-range computer. There are literally about 5000 of them spawned, and it looks like the zombies are trying to form a crystal near the player: ![Screenshot_Doom_20200121_173331](https://user-images.githubusercontent.com/59409713/72816141-c65dce80-3c78-11ea-898b-6edbf184838a.png) ![Screenshot_Doom_20200121_173804](https://user-images.githubusercontent.com/59409713/72816142-c6f66500-3c78-11ea-9ce6-5074f6392fb3.png) Five or six hundreds would be enough IMO (also bosses). Also, is Tesla Cannon only for zapping packs of zombies? Are there any other use cases for it? > There is a known issue with actors spawners for zombies, I think this has been [addressed](https://github.com/Realm667/WolfenDoom/commit/cc10a4033edc15e58830c21399a432b931f54c17#commitcomment-34614866) by @AFADoomer months ago - [x] SS officers with occult powers are still able to get wounded, they probably somehow use their magic to obtain a Luger :-) > Wounded by what? Can you elaborate better? :smile: > They can get into wounded state (see SSOFT0.png for reference) and shoot Luger at the player. They should not.
Ozymandias81 commented 4 years ago

Okay majority of fixes for C3M3 have been applied, the only issue I have noticed is that sometimes dogs attack Ryan instead of the player, and this by testing the map from UDBuilder

Tormentor667 commented 4 years ago

Fixed a lot of stuff, the remaining issues are something I can't fix on my own.

Username-N00b-is-not-available commented 4 years ago
Resolved issues Looks like that commit was somehow improperly applied..? I replayed the new version of map (tested version e712a70, before Tormentor's commit) and had some fixes already in and some not implemented (such as floor textures). Schrecking Ryan now works almost fine (at least the door is opened now) :-) - [x] I forgot to write about two misalignments in a toilet: ceiling flat at (14688, 11022, -120) and the easter egg book at (14601, 10887, -86). - [x] I would also make the basin at (14868, 12189, -262) damaging, something like 1~2hp/32tics. Now it is just 'sea water' :-) - [x] Another one about tanks. Every single map gives the player a Panzerschreck to dispatch the tank _immediately before_ the encounter. And conversely: you see a Panzerschreck — you know there will be a tank. You equip it, and when the tank shows up, it just immediately dies, fin. I just don't get the point of such encounters, as the tanks are mostly seen alone. Some ideas: 1) for earlier maps & lower skills: place the Panzerschreck Crate® closer to the beginning of the level (but it should lie in a place the player could not miss), so the first time encounter gets a bit more surprising and the player has to switch weapons; 2) general method: add some infantry & machine guns scattered through the battlefield. Then the player would have to multitask and prioritize targets (if they're bad at dodging rockets, then they can choose to destroy the tank first, but the gunners will chew through their armor); 3) general method: provide the Panzerschreck to the player only during the battle and in a location that takes some effort to reach (this is what I would recommend for C3M3, the large lift with crates which is an escape route after killing Ryan looks like an ideal place for the Panzerschreck); 4) high-skill method: omit the Panzerschreck at all and provide a weapon like Flammenwerfer + lots of ammo or just many grenades scattered through the arena, now that would definitely be an interesting fight :-) Also, looks like my old comments which were posted through Facebook by DoomJedi somehow got lost, so reposting part of my old comment on tanks: > The SdKfz. 251 is an APC, not a tank (why does Douglas name it a tank?), yet it has a whopping 4000 HP; Pzkpfw. IV has only 3500, while it is a medium tank; and Pzkpfw. VI Tiger, which is a heavy tank with very strong armor, has only 3000! SdKfz. 222 is also wrongly labelled as 'Panzer KFZ 222'. When any tank gets destroyed, its turret gets reverted into the original position (are the destroyed tank models just not split yet?) I suggest balancing the HP of armored vehicles (e.g. change SdKfz. 251's to 1500 and Tiger's to 6000, leaving Pzkpfw. IV as is, so that they could be destroyed on UV using 1, 3 and 2 Panzerschreck rockets respectively) Edit. Also forgot to mention: - [x] If a player is disguised, the disguise name gets written over 'no weapon' line, making the lines unreadable. - [x] I also had a thought about stationary grenade throwers. The sniper obituary they currently have is one thing; another is why would a sane person throw grenades at a single enemy literally in their line of fire? It may be difficult to code this, but I think it would be a good idea to have them throwing the grenades even when player is behind obstacles — to lure them out of cover, opposite of what the machine guns do. It would make them truly unique. > Fixed obituaries, somehow inheritances doesn't work for them. About their behavior: well we already have some stuff to take care and I don't think this will change easily, base actor is already complicate and messing up agaon with hide/aim checks could turn things worse. If @AFADoomer plans to tweak them I am open for that, seen something like that on VietDoom but with spaghetti codes and I am not sure how to create this under zscript. > Ok, got it. --N00b
Tormentor667 commented 4 years ago

Which map are you talking about here?

AFADoomer commented 4 years ago

Okay majority of fixes for C3M3 have been applied, the only issue I have noticed is that sometimes dogs attack Ryan instead of the player, and this by testing the map from UDBuilder

Fixed in 5d988d268a073158fb4b33eebedf04060e287eb4.

If a player is disguised, the disguise name gets written over 'no weapon' line, making the lines unreadable.

Fixed in aed4dfa1f9e01e9c7bc121d4af9b4dd4e0b2a710.

Username-N00b-is-not-available commented 4 years ago

@Tormentor667: the first two checkboxes are about C3M3_B. Will retest now... Edit.

Resolved issues - [x] Toilet soldiers have some inconsistency in their frame sequences: they would take and read the newspaper between their shots at the player (video attached): [c3m1_1.zip](https://github.com/Realm667/WolfenDoom/files/4096242/c3m1_1.zip) > I am aware of that, will find a solution - [x] Some Z-fighting (C3M1): ![Screenshot_Doom_20200122_120249](https://user-images.githubusercontent.com/59409713/72881999-e641d080-3d12-11ea-8bc8-6e65cd2b563b.png) - [x] The crate 3D model is now literally floating (C3M1): ![Screenshot_Doom_20200122_122256](https://user-images.githubusercontent.com/59409713/72881944-cad6c580-3d12-11ea-949f-974d8b7cf6f2.png) - [x] Texture ASTR_BBW has a typo (it should be 'Halderman'). - [x] Wanted to show soldiers' lack of reaction, but also caught this actor bug (sorry for the skips, Github probably does not allow >25MB files, though it even says no more than 10 is allowed): [officer_edit1.zip](https://github.com/Realm667/WolfenDoom/files/4097358/officer_edit1.zip) > Please test with most recent build of GZDoom > This is not a persistent problem, just something that got into the video. I wasn't able to reproduce it even in the old build where it was recorded. > Yes I am aware of these randomly things, when they happen are so disappointing, likem sometimes while rolling actors get stuck in map vertices... I wish there was a proper build of GZDoom to say "okay let's stop with this one, we have enough features to carry out out ideas" but can't happen right now, specially for mixins not working properly > Haven't come across such a feature (mixins) in my life yet. So, that's basically "copy and paste this piece of code into multiple structures, so you don't have to copy-paste the changes later"? That may be useful. I wonder if something like this is being added to C++20/23 :-) --N00b - [x] AstroElite troops sometimes drop AstroShotgun (but they fire a rapid-fire weapon). > Since we don't have a fitting weapon for that, due to the fact AstroChaingun being completely different look-wise compared to AstroElite ones, we decided to drop AstroShotguns. > Why don't they just drop more AstroChaingun ammo then? --N00b > Because that decision was done over old gameplays to aid more players on specific moment in maps, so changing that now may also require another playthrough - [x] I think the spies should not intervene in player's combat. Supplying him, yes, but shooting their own 'comrades'? In reality their bullets would have been easily identified by the criminalists, and that would mean end of their spy career (and life). I will also change myself the string about bullets a bit in the language.csv. And 3 gold is too little for this I think, it would be better to change this to random(2, 4) * 5. > Updated this a while ago. The spies will only attack other Nazis now if there is only one other Nazi around. Also increased gold amount as recommended - AFA

Of course the problem persists, I checked this on a fresh copy of g4.4-pre-8-g729ff8fa8, 24 January 2020, this is some actor problem. Can be easily reproduced by going to the Flak 38 area of C3M3_B with godmode, luring the soldiers to the blue door with the blocking grate behind it and going to the other blue door. Use 'chase' to wait for the moment when the soldiers get to crouch and 'freeze' to catch them in exactly the crouching state.

Does it happen without Chase? That may fool the code momentum, will test anyway --Ozymandias81

It does, I would not report the problem if it didn't. I have just provided here a convenient method to test this; the first time I encountered that was during normal play. --N00b

Username-N00b-is-not-available commented 4 years ago
Resolved issues Testing commit 1464c8c on MAP32, and it is really quite fun! My only complaint is the 38-tic delay (or is 38 in the code unrelated?), it is too long (more than a second) for higher skills this system is enabled on, and that can still be abused. - [x] It might make sense to make the tanks damage the player a bit (and kick them back with some considerable force) every time they touch the tank's collision box, if the tank is moving. Now the tanks only do close-range damage when the player stands near their frontal armor panels. Another suggestion is to make the intercept missile shooting only occur at medium and long ranges, as it is almost useless in close combat. Edit. - [x] The Tigers had 26-mm shrapnel mortars for use in close combat against infantry: ![Screenshot_Doom_20200123_111354](https://user-images.githubusercontent.com/59409713/72967222-dfc65e00-3dd1-11ea-90bf-146823032974.png) Would be awesome to have these, there are countless WWII games with Tigers but this particular feature never gets implemented. - [x] C3M4 has some (three?) Flak 38's on the upper level of the building, and they are accompanied by large supplies of artillery shells. The shells are represented by Bomb class though and are more than 4 times thicker than the gun's barrels :-) I would replace one or two of them with 88-mm Flak 36/37/41 (don't remember which one is in the mod) and make and add some sprites for Flak 38 20x138mm magazines (like [this one](https://www.histavia21.net/amaviapag/AMMOS/Supp005.JPG)) for the third. - [x] There is also a table missing at (3441, -1931, 312) in C3M4.
Username-N00b-is-not-available commented 4 years ago
Flak ammo sprites I made some triple-A ammunition sprites (8.8cm Flak 18/36/37 shells and a box of 2cm Flak 30/38 clips): ![FL36A0](https://user-images.githubusercontent.com/59409713/73066302-a9164380-3eb6-11ea-928b-c2750160d07e.png)![FL36B0](https://user-images.githubusercontent.com/59409713/73066303-a9164380-3eb6-11ea-8a57-db4d19540c27.png)![FL38A0](https://user-images.githubusercontent.com/59409713/73066304-a9164380-3eb6-11ea-94fd-969e6706437e.png) These are for use with Scale 0.5. Would they fit in the game? I also have larger versions of 8.8cm if needed. Sources: [8.8cm Flak shells](http://replica-weapons.com/replica-artillery-shells-and-projectiles/german-88x571r-sprgrpatr-replica-shell.html) (painted wooden imitation), [2cm Flak magazine](https://www.histavia21.net/amaviapag/AMMOS/Supp005.JPG) Edit. Here is a replacement version of CHIN_B01 texture (which is used in the Flakturm), it would need XScale 2 and YScale 2 in TEXTURES lump: ![CHIN_B01](https://user-images.githubusercontent.com/59409713/73068179-9f430f00-3ebb-11ea-8039-18eee8593dc1.png)
Tormentor667 commented 4 years ago

Is this part of you pull request? Do you have some ingame screenshots of your additions?

AFADoomer commented 4 years ago

Those aren't shrapnel mortars on the Tiger I, they're smoke grenade launchers, used for putting up a smoke screen (see here.. I'm not quite sure how we would incorporate those into gameplay - I could make the tank spawn some timed smoke generators, but they'd be of limited use.

Username-N00b-is-not-available commented 4 years ago

@AFADoomer: Haha, the book I read apparently gave a wrong statement about these mortars. Looks like I meant this one (26mm): it could fire smokes, flares and 'Sprenggranatpatrone 326 Lp anti-personnel explosive to defend the vehicle against infantry attack.' Unfortunately our Tiger model does not have the port for it, but can we pretend it does? :-) Smoke generators would be definitely useless, I agree.

@Tormentor667: Yes, this became the part of PR, and I forgot to show the changes:

Screenshots Flak shells on a texture (is CHIN_B01 used on other maps..?) ![Screenshot_Doom_20200125_123514](https://user-images.githubusercontent.com/59409713/73119506-09b78600-3f74-11ea-8e33-1732d4617074.png) Flak shells and box of 2cm ammo (the 2cm ammobox sprite looks really crappy TBH, maybe someone more talented than me could redraw it later?) ![Screenshot_Doom_20200125_123627](https://user-images.githubusercontent.com/59409713/73119507-09b78600-3f74-11ea-8a11-09db68083603.png) ![Screenshot_Doom_20200125_123652](https://user-images.githubusercontent.com/59409713/73119508-0a501c80-3f74-11ea-9808-ccf375c172d0.png) More mines (before there was a possibility to get to the map's bounding linedefs between them): ![Screenshot_Doom_20200125_123800](https://user-images.githubusercontent.com/59409713/73119509-0a501c80-3f74-11ea-9f9a-fb6340065030.png) 'Can you find two snipers in the image before they find you?' ![Screenshot_Doom_20200125_123828](https://user-images.githubusercontent.com/59409713/73119510-0ae8b300-3f74-11ea-8668-4b4d7e4b36cb.png) Barn window which allows to see the tower with 3 snipers: ![Screenshot_Doom_20200125_123854](https://user-images.githubusercontent.com/59409713/73119511-0c19e000-3f74-11ea-8ecf-5aaf61454a08.png) ![Screenshot_Doom_20200125_123858](https://user-images.githubusercontent.com/59409713/73119512-0d4b0d00-3f74-11ea-847c-847d37c4fa4f.png) ![Screenshot_Doom_20200125_123911](https://user-images.githubusercontent.com/59409713/73119516-0e7c3a00-3f74-11ea-82a1-c5eb2fa4544f.png) Taking out remaining two from outside: ![Screenshot_Doom_20200125_124015](https://user-images.githubusercontent.com/59409713/73119517-0fad6700-3f74-11ea-851f-0103e30e4741.png) ![Screenshot_Doom_20200125_124019](https://user-images.githubusercontent.com/59409713/73119518-11772a80-3f74-11ea-86e2-bf0334776adc.png) ![Screenshot_Doom_20200125_124027](https://user-images.githubusercontent.com/59409713/73119520-1340ee00-3f74-11ea-8926-db031d4198fa.png) ![Screenshot_Doom_20200125_124030](https://user-images.githubusercontent.com/59409713/73119522-150ab180-3f74-11ea-9ad5-570d64081919.png) Reworked secret (now the player has at least to jump from one roof to another): ![Screenshot_Doom_20200125_125202](https://user-images.githubusercontent.com/59409713/73119523-15a34800-3f74-11ea-84b9-e78b9073a07e.png) ![Screenshot_Doom_20200125_125213](https://user-images.githubusercontent.com/59409713/73119524-1805a200-3f74-11ea-837d-3abc34c543e2.png) ![Screenshot_Doom_20200125_125220](https://user-images.githubusercontent.com/59409713/73119525-19cf6580-3f74-11ea-85b7-5e02ffd1de0a.png) Edit. C3M4: ![Screenshot_Doom_20200125_133522](https://user-images.githubusercontent.com/59409713/73119882-f78c1680-3f78-11ea-896c-f172cc0bc703.png) ![Screenshot_Doom_20200125_133618](https://user-images.githubusercontent.com/59409713/73119883-f824ad00-3f78-11ea-8933-01d1da3de596.png) The grenadier behind the player in this screenshot kills himself & his entire team too often, so I placed him behind the door (a Stielhandgranate would be a nasty surprise for an unsuspecting player who didn't manage to destroy the Flak shells before approaching them :-) ) ![Screenshot_Doom_20200125_134223](https://user-images.githubusercontent.com/59409713/73119884-f824ad00-3f78-11ea-83cc-6abf30900e14.png) There is one caveat though: the Flak 38's are destroyable, but the Flak 36 has no hitbox and destroyed model, it is just a decoration.
Ozymandias81 commented 4 years ago

These changes will require serious playtest since setting Dormant enemies shootable and non invulnerable may break script sensible events. I am gonna merge your PR and then we all need to work over to make sure everything fits as it should. Personally I wouldn't have changed the missiles since BoA is fictious and graphics we have used has been seen on Laz Rojas projects, but it seems a minor thing so I am eager to add it anyway. I recommend to always update your GZDoom version, since I didn't get a reply before. You might fall in a change done because your version of GZDoom shows up a problem, while another one doesn't. And next time if you plan to add new graphics/textures, I suggest to not replace existing ones but a new entry is preferred. And yes the texture should be used somewhere else I think, probably on the Airship map

Username-N00b-is-not-available commented 4 years ago

First, thank you for merging it! :-) Then, I did not change EVERY dormant monster in the mod. There are five snipers in C3M3_A who could be seen from outside of the town. All of them were dormant & script-activatable, I just replaced them with my own ones and unset the dormant flag, so the snipers now could be shot at any moment, but could spot the player only when he is already in town... No other scripts or maps are involved. Sorry, what reply are you talking about? If I bump into a complex problem (not texture misalignment or such), then I use the most recent devbuild to try and reproduce it (unzipping it into an empty folder and copying my config file into it). Is there an automated means to download them every day, by the way? Oh damn! If there is another map which contains these, the graphic should have been preserved (there will be texture offset problems as it is now defined as high-res one)... Looks like I have to make another commit reverting these changes...

Ozymandias81 commented 4 years ago

Yes. solutions by editing only a couple of actors implies less problems and more control for mappers, so that's good. Maybe instead now AFA changes may cause issues, later if I have time will test again and go through problems here and there. Exists an automated method for gzdoom downloads if one has Linux and surely even Windows by integrate dev programs needed, but I am not aware how it works that and well we always stitch to builds present on drdteam.org so not a biggie. I said that because the Officer video you did before was under an older build, just that :)

One note about the Tiger I: just leave things as they are, we are happy enough and turning it more threatening would disappoint people once more, since we had problems in the past times during Chapter 2 release about tanks being painfully difficult to beat.

Username-N00b-is-not-available commented 4 years ago

Well, OK. Probably I am just overreacting about tanks.

Resolved issues Other themes: - [x] The BJKickAuto weapon has its tag unexported to language.csv (no need to do this for other weapons!) On C3M5_C: - [x] The room at (12235, -6375, 0) has some misaligns and texturing inconsistencies, and the secret sector is very small. - [x] What is the way to escape the map? I collected two parachutes, sabotaged the engine and reached the final location of Sgt. Ascher. What am I supposed to do here? How do I open the parachute? > You need to leave the engine room and reach the very start zone, where there is the hatch at your left: just jump down and map will be completed, no need to open any parachute. --Ozymandias81 > I jump out with the parachute from there and just die. Most recent devbuild of gzdoom :-) --N00b > Should all be fixed as of aa4c5a8f82476fb7d346cabd1eb295a879848d7f - AFA

Then, I have some questions about the help screens (BOAHELPx, IIRC).

(I initially tried to use Space and wanted to complain about non-accessible graphics.)

Both of these^^^ are GZDoom's own problems. The first could be addressed just by adding a string "Press Enter or LMB to go to the next page" to the images (just like in Wolf3D!), but the second would require some ZScript+MENUDEF replacement of ReadThisMenu, I'm afraid.

...If you don't want to get overwhelmed, kill them first!

German infantry has not only become smarter, but also more agile...

...by another WolfenDoom original...

We now have both Schabbs and Mengele, so the Holocaust part in Schabbs' description probably has to be replaced (or deleted). Also, texts on the last two screens are just cut off (I mean the image sources here).

Also, does anyone have ideas on C3M5_B (Airport Tempelhof)?

C3M5_B needs to be finished by @doomjuan , both airport and airship were my contribute in terms of map ideas (there was also a Venice one, discarded), so we need to wait doomjuan to work on it. It could happen by next week judging by what he said on Facebook Team chat, I mean he will work on C3M0_A map but then he should continue wth C3M5_B as well. The idea was something like airplanes sabotage, get some blueprints (related also to Castle Wolfenstein to grant you access to secret map), steal an SS uniform to cross the SS parade inside the airport field or something like that and catch the airship before it leaves the hangar. --Ozymandias81

Yes, that's quite ambitious, would be fun to play that. The secret map you are mentioning here will be C3M0_B, I suppose, or some another one? --N00b

AFADoomer commented 4 years ago

Agreed that my dormant activation change needs testing... There should be minimal effect (since only damage from the player will activate them), but, as @Ozymandias81 referenced, I'm worried about static actors in cutscenes. The change is easily revertable, or I can add yet another user_* variable to disable/enable the behavior.

Sneakable enemies already had this behavior (but for any damage from any source).

AFADoomer commented 4 years ago

@Username-N00b-is-not-available - For the crouching enemies that are disappearing... Are you killing them while they are frozen (freeze cheat)? I can reproduce this problem, but only if the enemy is frozen when I kill it.

Tormentor667 commented 4 years ago

Then, I have some questions about the help screens (BOAHELPx, IIRC). As of now these are in a "demo"-state, nothing final, just an idea of what I plan in the end. If there are texts which need to be fixed, let me know for the boa.realm667.com webpage, that's the place where these are coming from.

Username-N00b-is-not-available commented 4 years ago

@AFADoomer: I somehow got the first disappearing Nazi during normal play (he got behind a crate and was partially visible, so I plasmaed shotgunned him, and he died without going into any other state). Maybe make a testmap with a guard blocked from three directions by solid walls and from one — by a grate? @Tormentor667 Got it, will do that later.

Tormentor667 commented 4 years ago

@Username-N00b-is-not-available

Yes, that's quite ambitious, would be fun to play that. The secret map you are mentioning here will be C3M0_B, I suppose, or some another one? --N00b The secret map C3M0_B will be accessable after C3M3. The secret map C3M0_A will be accessable after C3M1. What @Ozymandias81 means is that BJ finds information about the location of Castle Wolfenstein at Tempelhof. Instead of his original mission, he jumps into disguise to enter the airship and reach Wolfenstein.

Username-N00b-is-not-available commented 4 years ago

Thanks for the information! Now, it's again my turn to supply the team with some more work :-) Latest devbuild, default settings (just with filtering & postprocessing effects off). HMP using saves.

Resolved issues - [x] Crate at (-1071, 1648, -224) has a misalign (probably the easiest one :-) ) > While this may look easy, instead it is related how Builder treats scaling compared to the engine, so mmmh guess I'll need to try something or replace it with a 3d model with dormant flag (so it can't move) ![Screenshot_Doom_20200127_164646](https://user-images.githubusercontent.com/11136108/73190059-b1c08100-4125-11ea-9132-e57e4f04da24.png) ![C2M1 at 2020 01 27 16-44-51 007 R3351](https://user-images.githubusercontent.com/11136108/73189969-8b9ae100-4125-11ea-9428-63e49e503614.jpg) Replaced with a 3d crate, but I fear this problem belongs to GZDoom itself or how UDBuilder manage scaling, and then opened [this thread](https://forum.zdoom.org/viewtopic.php?f=2&t=67125) on ZDForums - [x] SneakableSSMP40Guard who is probably spawned by a script on (-1956, 1034, -512) is stuck in a wall. > AlarmSpawner were too much close between walls and turret, moved. - [x] SS at (3083, -3613, -64) is 'sleeping'. > Another actor that probably got spawned by ActorSpawners, it wasn't setup properly - [x] Near (3187, -4690, -88): scripts spawn Afrika Korps guards. > No actor defined for ActorSpawner, fixed - [x] (5623, -7064, -208): alarm switch has XScale -1.0, its label got mirrored. > Wrong orientation of the actor placement, fixed it was facing walls - [x] May not be a bug, but there is another shovel at (5791, -5885, -279). Does it really serve a decorative purpose there? > Guess it had decorative purpose or something related to old map edits, anyway removed - [x] **Level-breaking**: the ladder near (6234, -4442, 48) is not climbable, and a non-cheating player won't get the red key. - [x] (6414, -4383, 240) has non-deactivatable alarm. - [x] Suggestion: there is a moving block near (6255, -6703, -144). It does have a proper upper plane. Is it a polyobject or a 3D model? The recently added C3M5_A secret needs such one (there is a 64-tall polyobject in 96 or so tall room, and the poly's lack of upper texture can be seen using jump key). > I added it some time ago, there is a hidden floor which raises instantly while the polyobj move, and one it stops we have the "box" complete. Script 21 is related to that - [x] Afrika Korps guards spawn near (5464, -8842, -171) after switch at (4952, -9312, -143). - [x] This surely was a great idea of the SS to place flamethrower soldiers in wooden trenches (at (7703, -5833, -448) ) :-) > They work nicely and BoA is fictious, don't see the problem there :) - [x] (edit) There is Z-fighting above (-2268, 1469, -640). - [x] Some of the Schabbs' 8 rooms near (3899, -9229, -304) have blocking lines in middle. > Can't reproduce the issue, instead noticed some barrels and boxes going inside walls or each other > This was an actor problem fixed by AFADoomer. --N00b - [x] **General problem, may have connection with Dormant flag:** many enemies, especially boss-types, are shown with an empty sprite while being in (state: Actor.0, tics: -1) and do nothing. When they are hit, they react to pain, and their life cycle becomes normal (example: SS Ubersoldat at (8697, 6485, -16) ). On this map, this is also true of Holzbein (near (14079, 24, 48)). >Should be fixed now... Please test - AFADoomer - [x] Many invisible actors, like the super-soldier in M3 church (mecha near (8642, 1785, 580), dogs around (-143, 11051, 392) which emit a human knife death sound (priceless :-) ), guard at (869, 9115, 392), more others). > Fixed by AFADoomer. - [x] Improper scaling of broken-mirror wooden textures near (5730, -6685, -48) and symmetrical platform. > It seems to [work fine](https://imgur.com/a/pv0Gv7e) on my end > I meant the line of glass shards in the middle. --N00b - [x] (6384, -6494, -208) has unaligned caution line textures (near the ladder). > Can't find it anywhere there > I mean this one: ![Screenshot_Doom_20200127_211014](https://user-images.githubusercontent.com/59409713/73201497-2d342980-414a-11ea-8126-30094b6413ad.png) > Due to the nature of the sector, being a 3d floor well had to align somehow using the best offsets for each side, and now only one side may look misaligned... Not a biggie problem anyway - [x] Elite super-soldiers have dual chainguns but drop mini-missiles. **C2M3:** - [x] Near (5836, -1735, -356) there are problems with water: first, the texture waterflow does not tile because of different directions, second, there is a slope edge on the water surface. > Texture can't tile yes but it gives the sensation of moving so that won't change, instead fixed slopes and different heights for water levels - [x] Near (8427, -2837, -216) there are two snipers. Their view is obstructed by the crates most of the time. > Snipers have a limited range of attack, in any case added targetcrosshairs and moved both for better aim - [x] The tall clock (example seen at (3309, -931, -272) ) model has too large hitbox, the bullets emit puffs when hitting 'air'. - [x] **General problem (have seen this on many locations in the mod):** some polyobject (or 3dmodel?) doors do not block enemy soldiers' view. Example: church door at (10216, 6427, -56). - [x] The Klein Nebelwerfer secret sector on the church is too small. - [x] Klein Nebelwerfer is very overpowered, it allows to shred through level bosses in seconds (may be a good thing :-) ) - [x] Soldiers near (16315, -1495, 225) do not hear gunshots from the courtyard. - [x] There are two Heavy Armors offered to the player in a rapid succession (second one is near (18457, -604, 312) ). **Chapter II INTERMAP:** - [x] The chest key is not accessible (scripts should make some of the pedestal linedefs non-impassable). What is the method to access the secret at (314, 9848, 600)? I climbed onto crates, then jumped off to a frame over a passage and used one-grenade jump to get on a ledge of a large building, then jumped to other buildings and took the secret. Is there any way to do this without grenade jumping? Just asking, this method seems fine to me :-) > I think the 'correct' way is by using the ladder at (1726, 8448) and jumping across rooftops and crates. Requires sprint jumping, but no grenades. - AFA **C2M1:** - [x] After visiting room at (5247, -8242, -336) an SS spawns on railing (he is able to walk though) and another spawns in the wall :-) **C2M2:** Pretty much nothing special: no misalignments, no unreachable secrets, no stuck troopers. The 'techbase' architecture is structured and consistent. The gameplay is another matter though. Do you remember MAP09 of TNT: Evilution and its hitscanner abundance? The 68 chaingunners and a thousand of shotgun guys? How many minutes of playing it with -fast parameter will you be able to withstand? :-) It may certainly be possible to finish the level (at least with TAS), but would it be fun? Blade of Agony offers such a kind of experience on its 'recommended skill level', HMP, where an unsuspecting player witnesses 91 MP40 SS guards and 49 more Waffen SS (not counting ones spawned from scripts, then there will probably be ten or twenty more.) Why do I compare with TNT -fast? Because these rapid-fire troopers start firing almost immediately after spotting the player (especially the latter one), if you fire MP40, they just flinch and continue to eat your health, and at longer ranges, it is very difficult to hit them with enough shotgun pellets. I am well aware of grenades, but they cannot be used in every situation, even on this map. So, does the player have an option to go through this? Yes of course, there is a companion in the map! So a player who feels overwhelmed can just push Ryan into rooms with lots of enemies and he will slowly but surely kill them. The player may just stand in a corner when the traitor takes care of his allies... Isn't it beautiful? :-) It may be, but the gameplay is really boring and repetitive, that's what I want to say. It would benefit from replacing the submachinegunners with pistol guards, mechanics, grenadiers, snipers, even officers (reminding of another slight problem: why do WaffenSS which tote 7.92x33mm StG44 drop 9mm ammo and MP40's? Would it be better for them to drop just grenades and, for example, medikits?) Also, why are there mostly SS troops there (except Wehrmacht snipers and flamethrower operators, but I guess they were placed because of lack of SS sprites, weren't they)? I would replace some packs of troops with Wehrmacht ones. The map layout is excellent, it just needs enemy variety. **C2M3:** - [x] The 'open two chests' objective is prematurely marked; when I found the three-grenades chest near yellow door, it was already shown as accomplished. > Doesn't happen to my end :disappointed: --Ozy81 > Can't reproduce so I'll check this too --Ozy81 **General problem (great importance):** - [x] Reloading from savegames often leads to memory errors. The behavior is very strange: some saves can not be loaded at all, some load randomly, and some load successfully every time. This happens on every map, even on the INTERMAP. It is quite possible for players to lose their progression and get really frustrated; very sad that I have no clue what could have caused that (the same actions sometimes lead to a crashing savegame and sometimes not). The problem is old (in fact, even the first builds of BoA I have downloaded this year had it)... > ~~The problem was probably because of loading BoA from directory; .pk3 version works fine.~~ I got another instance of that error when loading an INTERMAP savegame with a .pk3... --N00b > Since this doesn't seem to be easily reproduceable, please try a gameplay without using any kind of cheats, neither infinite sprint or buddha, and try quicksave oftenly during missions. Also neer switch gzdoom versions between saves, even if they gets loaded. AFter this tell us if it happens again and with which version, and with file as .pk3 directly from GZDoom, not Builder (just in case). --Ozy81 > Any new ideas on this? Without any cheats it also happens too frequently (see later posts)... --N00b > This is related to multiple issues in terms of serialization, as it is stated [here](https://forum.zdoom.org/viewtopic.php?f=2&t=67494#p1138371) from GZDoom devs, so until it won't be fixed the savegame problem may occur, and I noticed it happens more oftenly with folder as resource instead of using pk3 (since I got only once which didn't break the savegame though, while Talon got 2 and with folders) --Ozy81 **C2M4:** - [x] Suggestion: what does the team think of replacing (or dual-mounting :-) ) the Fliegerfaust with a Browning .50cal M2HB? > Won't happen sorry, we already decide this long time ago druing the map development
Tormentor667 commented 4 years ago

@Username-N00b-is-not-available - You have been proven to be of value ;) Would you mind telling me your username (and realname if you want to) as well as a short description of your team entry for this page? https://boa.realm667.com/index.php/team (bottom ones, without the images)

Username-N00b-is-not-available commented 4 years ago

Thank you, @Tormentor667! Well, just write me in as N00b. Will something like that do?

"N00b" Translator, Quality Control This person has always been standing in the shadows, monitoring the community. When he saw the game's translation ads, he felt it was time to act. Having deep engine insight, he also provided the team with extensive feedback. There are suspicions though that he might have gained illegal access to Realm667's unique mapping practices; what's more disturbing, we don't know what to expect from him next...

Edit. BTW, on paper hint: Occationally you will find text papers with valueable information. They are not necessary to beat the game but story-relevant. -> Occasionally you will find text papers with valuable information. They are not necessary to beat the game, but are story-relevant. Spies' one has no typos.

Username-N00b-is-not-available commented 4 years ago

Damn, I forgot about Goto being a static lookup once again when writing that ZScript addition! Will retest and check if the invisibility issue persists. Thank you very much, @AFADoomer. Is there any (at least temporary) way to make the savegames not crash the game? I cannot complete C2M5_B properly because of that, have to resort to iddqd...

AFADoomer commented 4 years ago

I'm not sure what's going on with your savegames. I've never had any issues with any saves in GZDoom. I even just change my language settings to ru to see if that made a difference.

Savegames are just a renamed .zip file with a thumbnail .png and text-based data now, so there's not much that can go wrong, unless something is being encoded improperly. Do you have the same problem with saving in any other mods, or vanilla Doom? Might be an engine bug. Since there hadn't been anything posted on ZDoom forums, it could be a hardware issue on your end...