Thread View: alt.games.doom
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Started by Stephen Howe
Wed, 21 Nov 2007 15:10
Some questions on Congestion 1024 WAD
Author: Stephen Howe
Date: Wed, 21 Nov 2007 15:10
Date: Wed, 21 Nov 2007 15:10
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Hi I have some questions on Congestion 1024 WAD. Background Info if important: ======================== Running PRBoom 2.4.7 out-of-the-box, no additional options set (so if important, let me know) on WinXP Professional, SP2. The Congestion 1024 WAD is the latest (as far as I know): 1024.WAD Details: =============== File details: 14/12/2005 20:32 11,469,954 1024.WAD CRC32 string: EE639A58 MD5 string: 61293AA5CCE1C8B679467CC280FA7B74 The questions I have are these: =========================== Question 1: MAP10 (Gothika 1024) In the extreme North West (Top Left) are 7 monsters pens (shown with IDDT twice) There are 6 sargents, 2 chaingunners off map in 2 monster pens that never teleport in. What causes them to teleport in? Cant get 100% kills otherwise Question 2: MAP 13 (The Focus II) In the extreme North East (Top Right) are 4 monsters pens (shown with IDDT twice) The extreme top right 1 pen contains a trooper, shotgut dude,chaingunner + hellknight What causes them to teleport in? Cant get 100% kills otherwise Question 3: MAP 20 (Claustrophobic Sting) Set of monster pens offscreen, to North East (Top Right) Leftmost pen holds a 1 spectre What causes it to teleport in? Cant get 100% kills otherwise Question 4: MAP23 (Close Quarters) How do I get the Berserk pack underneath Hitler portrait at the start? It counts as a secret and it seems impossible to get. /rant mode on All these new WADs - why cant someone test them and make sure you can always get 100% kills, 100% secrets? Pointless otherwise. No point releasing it if you cant - as far as I am concerned it is unfinished otherwise. I wish there was a Doom, Doom2, Heretic, Hexen etc project that cleaned up the classic Megawads, made sure they pass all the Node compilers, no bad linedefs, sidedefs, sectors, inaccessable secrets mistakes tolerated (possible exception Memento Mori where it was designed cooperative - therefore cooperative secrets possible). And create patch files that patch you to the cleaned up version. /rant mode off Thanks Stephen Howe
Re: Some questions on Congestion 1024 WAD
Author: Stephen Howe
Date: Thu, 22 Nov 2007 23:23
Date: Thu, 22 Nov 2007 23:23
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> The questions I have are these: > =========================== > Question 1: MAP10 (Gothika 1024) > In the extreme North West (Top Left) are 7 monsters pens (shown with IDDT > twice) > There are 6 sargents, 2 chaingunners off map in 2 monster pens that never > teleport in. > What causes them to teleport in? Cant get 100% kills otherwise Aa far as I can work out, these entries are connected to a missing sector tag and therefore can never teleport in. Stephen Howe
Re: Some questions on Congestion 1024 WAD
Author: Stephen Howe
Date: Fri, 23 Nov 2007 11:48
Date: Fri, 23 Nov 2007 11:48
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Also I have found an imp embedded a wall for MAP23 (Close Quarters) Not impressive. Stephen Howe
Re: Some questions on Congestion 1024 WAD
Author: myk
Date: Sun, 25 Nov 2007 11:10
Date: Sun, 25 Nov 2007 11:10
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On Nov 21, 12:10 pm, "Stephen Howe" <sjhoweATdialDOTpipexDOTcom> wrote: > Hi > > I have some questions on Congestion 1024 WAD. > > Background Info if important: > ======================== > Running PRBoom 2.4.7 out-of-the-box, no additional options set (so if > important, let me know) on WinXP Professional, SP2. The Congestion 1024 WAD > is the latest (as far as I know): > > 1024.WAD Details: > =============== > File details: 14/12/2005 20:32 11,469,954 1024.WAD > CRC32 string: EE639A58 > MD5 string: 61293AA5CCE1C8B679467CC280FA7B74 > > The questions I have are these: > =========================== > Question 1: MAP10 (Gothika 1024) > In the extreme North West (Top Left) are 7 monsters pens (shown with IDDT > twice) > There are 6 sargents, 2 chaingunners off map in 2 monster pens that never > teleport in. > What causes them to teleport in? Cant get 100% kills otherwise > > Question 2: MAP 13 (The Focus II) > In the extreme North East (Top Right) are 4 monsters pens (shown with IDDT > twice) > The extreme top right 1 pen contains a trooper, shotgut dude,chaingunner + > hellknight > What causes them to teleport in? Cant get 100% kills otherwise > > Question 3: MAP 20 (Claustrophobic Sting) > Set of monster pens offscreen, to North East (Top Right) > Leftmost pen holds a 1 spectre > What causes it to teleport in? Cant get 100% kills otherwise > > Question 4: MAP23 (Close Quarters) > How do I get the Berserk pack underneath Hitler portrait at the start? > It counts as a secret and it seems impossible to get. > > /rant mode on > > All these new WADs - why cant someone test them and make sure you can always > get 100% kills, 100% secrets? Pointless otherwise. No point releasing it if > you cant - as far as I am concerned it is unfinished otherwise. > > I wish there was a Doom, Doom2, Heretic, Hexen etc project that cleaned up > the classic Megawads, made sure they pass all the Node compilers, no bad > linedefs, sidedefs, sectors, inaccessable secrets mistakes tolerated > (possible exception Memento Mori where it was designed cooperative - > therefore cooperative secrets possible). And create patch files that patch > you to the cleaned up version. > > /rant mode off > > Thanks > > Stephen Howe In some cases it may be due to lazy testing and not much playing before release, but in other cases (especially in compilations where one level may work, but another may not) this happens because people use different engines to test their levels, and the different engines may have slight differences that may allow linedefs to work while they would fail in other engines, or for monsters not to get stuck while they do so in others, items to appear suspended over a thin ledge (as opposed to on the floor right beside it), the level to crash or break in some and not others, and so on. I think that in any community project all the levels should be tested with a "base" engine (such as Doom or Chocolate Doom for a Doom wad, and Boom or PrBoom at compatibility level 9 for a Boom wad), apart from any other engine the specific author might be fond of (ZDoom, JDoom, PrBoom using other settings, and such). Whatever base is chosen should then be noted as "tested with" in the text file, guaranteeing to a good degree proper functionality through all the levels.
Re: Some questions on Congestion 1024 WAD
Author: Stephen Howe
Date: Wed, 28 Nov 2007 12:40
Date: Wed, 28 Nov 2007 12:40
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> I think that in any community project all the levels should be tested > with a "base" engine (such as Doom or Chocolate Doom for a Doom wad, > and Boom or PrBoom at compatibility level 9 for a Boom wad), apart > from any other engine the specific author might be fond of (ZDoom, > JDoom, PrBoom using other settings, and such). Whatever base is chosen > should then be noted as "tested with" in the text file, guaranteeing > to a good degree proper functionality through all the levels. Thanks for the thoughts. I think you are right. I think if at all possible, unless a WAD is designed with a particular engine in mind (e.g. ZDoom), it should be tested with a variety of engines to make sure the WAD works with all. And as you say, might be an idea if the author noted which engine and version was used. And I still think that even if a particular engine is forgiving with regard to some WAD bugs, that does not excuse the bugs particularly if the bugs cause other engines to stumble. Stephen Howe
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