Icestation Colossus - map broken
#1 Posted 31 October 2015 - 05:29 AM
Compatible EDuke32 snapshots are 20070901 and 20090313 for example. Synthesis snapshots r1517 and later don't work.
chicken, could you please have a look into this and provide a patched version (or an EDuke32 bug report)?
#2 Posted 31 October 2015 - 07:10 AM
#3 Posted 09 November 2015 - 12:23 AM
Helixhorned, on 31 October 2015 - 07:10 AM, said:
So, DOS Duke exhibited the behavior, but then EDuke32 corrected it (the map was released in 2008 and worked fine until recently). Now the behavior has returned. I have seen other reports of maps being broken by this cstat issue. Is there a good reason not to process effect sprites if they are wall or floor aligned? This strikes me as a very serious problem -- there are probably many maps effected, and the only reason we aren't hearing more about it is that there aren't very many people playing them at a given time, nor will they necessarily go to the trouble of posting on a forum.
For those interested, here is a simple fix using CON code. You can insert the following code at the end of GAME.CON (or anywhere outside of actor and event code). I am already using this code in the latest release of my Attrition mod, because I was getting complaints about maps being broken.
onevent EVENT_LOADACTOR ifvarl sprite[THISACTOR].picnum 11 cstat 0 endevent
#4 Posted 09 November 2015 - 10:37 AM
Can you guys playtest this for me and see if there is still anything that isn't working?
Attached File(s)
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colossus.zip (214.64K)
Number of downloads: 194
This post has been edited by chicken: 09 November 2015 - 10:38 AM
#5 Posted 09 November 2015 - 11:53 AM
LeoD, on 31 October 2015 - 05:29 AM, said:
Trooper Dan, on 09 November 2015 - 12:23 AM, said:
If the change from non-face-alinged effectors functioning (in contrast to DOS Duke) to becoming breakable sprites (as it is now) is a more recent one than r1517, could someone determine a revision?
#6 Posted 09 November 2015 - 12:01 PM
It was difficult. I got killed a few times along the way. Too many tanks and Fat Commanders for my playing skills. There was a place I got trapped towards the beginning. There is a light pole near a cliff wall. It looked like plenty of room to squeeze through to escape a tank. I got stuck and killed. Later on there is a building with a blocking sprite roof. The liztroopers from underneath were able to jump up thru the ceiling and onto the roof. Also inside one of the buildings an enemy clipped thru a fence. I was able to activate a switch behind a locked door. So even with the small glitches I've seen so far it is still quite a good,but tough map. I was playing with HRP and Polymer. I had slowdowns to under 20FPS in some places. I'm pretty sure if I disabled either one of those features it would have run much better as you mentioned in your text. But as far as any SE glitches, I didn't spot any yet.
This post has been edited by Mark.: 09 November 2015 - 12:05 PM
#7 Posted 09 November 2015 - 01:17 PM
Helixhorned, on 09 November 2015 - 11:53 AM, said:
I don't know, but, why would anyone want to make SECTOREFFECTOR etc. into a breakable sprite? Couldn't you just exclude tile numbers 0-9 from the breakable sprite feature?
#8 Posted 09 November 2015 - 01:18 PM
Mark., on 09 November 2015 - 12:01 PM, said:
It was difficult. I got killed a few times along the way. Too many tanks and Fat Commanders for my playing skills. There was a place I got trapped towards the beginning. There is a light pole near a cliff wall. It looked like plenty of room to squeeze through to escape a tank. I got stuck and killed. Later on there is a building with a blocking sprite roof. The liztroopers from underneath were able to jump up thru the ceiling and onto the roof. Also inside one of the buildings an enemy clipped thru a fence. I was able to activate a switch behind a locked door. So even with the small glitches I've seen so far it is still quite a good,but tough map. I was playing with HRP and Polymer. I had slowdowns to under 20FPS in some places. I'm pretty sure if I disabled either one of those features it would have run much better as you mentioned in your text. But as far as any SE glitches, I didn't spot any yet.
That was my appearance on the Duke-scene. Damn, 2008 ...
I hadn't mapped for Duke before and it shows. The outside area is way too large and too difficult but i'll leave all that as it is. Call it "vintage"
Just the obvious glitches will be taken care of.
Could you post screenshots of the issues you mentioned in our secret little Decay-Thread temporarily?
Then i'll fix the pole, the enemy clipping through the fence, the switch behind the locked door and i'll try to keep the liztroopers in place.
This post has been edited by chicken: 09 November 2015 - 01:20 PM
#9 Posted 09 November 2015 - 02:44 PM
Trooper Dan, on 09 November 2015 - 01:17 PM, said:
If you actually break an SE it stops working right? I'd have an use for that.
#10 Posted 09 November 2015 - 07:53 PM
Trooper Dan, on 09 November 2015 - 12:23 AM, said:
chicken, on 09 November 2015 - 10:37 AM, said:
Can you guys playtest this for me and see if there is still anything that isn't working?
Helixhorned, on 09 November 2015 - 11:53 AM, said:
Mark., on 09 November 2015 - 12:01 PM, said:
chicken, on 09 November 2015 - 01:18 PM, said:
I hadn't mapped for Duke before and it shows. The outside area is way too large and too difficult but i'll leave all that as it is. Call it "vintage"
chicken, on 09 November 2015 - 01:18 PM, said:
#11 Posted 09 November 2015 - 11:24 PM
Mike Norvak, on 09 November 2015 - 02:44 PM, said:
If the sprite is breakable then it wouldn't have worked as an effector in the first place. But if you want an SE to stop working, there are other ways of doing it.
#12 Posted 10 November 2015 - 02:08 AM
LeoD, on 09 November 2015 - 07:53 PM, said:
Good point, ok bring it on!
#13 Posted 11 November 2015 - 01:01 PM
LeoD, on 09 November 2015 - 07:53 PM, said:
chicken, on 10 November 2015 - 02:08 AM, said:
#14 Posted 14 November 2015 - 09:23 AM
LeoD, on 09 November 2015 - 07:53 PM, said:
Ah well, that provides the missing piece to the puzzle. That revision has the following change in prelevel():
case SECTOREFFECTOR__STATIC: (...) case RESPAWN__STATIC: - sprite[i].cstat = 0; + sprite[i].cstat &= ~(1|256);
Since the check in A_Spawn is for cstat having bits 32 or 16 set, the change in EDuke32 behavior follows. DOS Duke doesn't tweak the effector sprites in any way here, which explains why non-face-aligned effectors fail there.
How did you find out, by the way? Did you succeed in compiling those dinosaurs and were not afraid of actually running them?
Trooper Dan, on 09 November 2015 - 01:17 PM, said:
Of course probably nobody would use any effector as a decorative breakable sprite, but the reason I was so conservative here is one of compatibility: someone making a map in EDuke32 and set wall/floor-alignment bits on an effector might assume it to work the same in DOS Duke. Not that I personally care too much about this, but I think some mappers around here would. The ideal solution IMO is to issue a warning somewhere since we're in an unfortunate state: either behavior leads to some kind of compatibility issue. So:
r5420 said:
r5422 said:
#15 Posted 14 November 2015 - 11:25 AM
Helixhorned, on 14 November 2015 - 09:23 AM, said:
Helixhorned, on 14 November 2015 - 09:23 AM, said:
[EDIT:]Btw., could you please take a look at this issue which hasn't been fixed yet?
This post has been edited by LeoD: 14 November 2015 - 11:29 AM
#16 Posted 14 November 2015 - 11:57 AM
LeoD, on 14 November 2015 - 11:25 AM, said:
Wow!
Quote
Yup, done.
#17 Posted 14 November 2015 - 04:54 PM
Helixhorned, on 14 November 2015 - 11:57 AM, said:
make RELEASE=0 LTO=0 NOASM=1 RENDERTYPE=SDL SDL_TARGET=1 USE_OPENGL=1 POLYMER=0 LINKED_GTK=1