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View Full Version : amadeus, my ndcp 2 release....


jetflock
January 12th, 2007, 01:27 AM
http://geocities.com/rasputin1980
amadeus.zip
well, i THINK I fixed all the issues with the map. I am surprised I actually worked on it.
standard password. tell me what you think.
prboom/glboom----tried to make it look good in both modes.
all the textures need to overwrite anything the project manager may have merged from previous wads. if your testing this map, test it alone-seperate from the resource.
the textures and texture attributes have been finalized, all versions of amadeus prior to this are obsolete.
(the updated skies are also in the wad, and an early hud, and and "amadeus" map name sprite)
map06
enjoy!

Logan MTM
January 13th, 2007, 12:30 AM
What the hell is the problem with your map jetflock?
Pentium 4 3.2 HT, 2 GB RAM DDR 400 running on Dual channel, ATI RADEON X1600 512 MB and 128 Bits and your map still unplayable here!
My PC sleep running Doom3 and stop with your map!!!
It's something about de Source port? I'm useing GZDoom!

Thannnnnnnk you!

CrazedImp
January 13th, 2007, 02:49 AM
I think it would be port related Logan. I have AMD X2 4600+ 2.4ghz, 2GB RAM DDR2 800mhz, and a Geforce7950GX2 1GB. And GZdoom just simply does nothing. I cant even move or open the menu to quit the program, I just see the image where you first start off and thats it, I have to ctrl+alt+del to get out of it.

Also tried it with Risen3d. It loads, and it runs at a playable framerate, but crashes after a few seconds with some overload error. But that would be because of the sheer number of sectors in your map.

Perhaps GZdoom has trouble working with the number of sectors packed so close together (I checked the map in DB), hence why it can't run it very well.

FATAL
January 13th, 2007, 05:00 AM
Heh, Jetflock's maps are notorious for having incredible amount of sectors and causing humongous lag.

I'd prefer less details if it means higher FPS.

Danimetal
January 13th, 2007, 06:10 AM
Try some software port like Prboom, Legacy (if Legacy compatible, you know, with no vodoo dolls) or ZDoom :).

Dutch Devil
January 13th, 2007, 06:50 AM
Imo an boom map has to be playable on every boom port ive played the map a while ago and it lagged and it still lags now.Not an good thing and I prefer to use an boom port of my choice I don't like to be forced to play it with one specific port.

MR_ROCKET
January 13th, 2007, 09:47 AM
Don't tell me the newer versions of prboom/glboom run the wad and nothing else can.
Your map is neat jetflock, I hate to see it restricted to only one sourceport, glboom.
Is there any way you could chop it in half or at least cut the amount of what ever is keeping it from running in everything else out?
Because you have to look at it this way, your map is being merged into a mega so what ever incompatibilities it has, will make the whole mega wad the same way..
It's a neat map, please fix it jet.

jetflock
January 13th, 2007, 12:02 PM
i thought the project was for prboom, glboom. it won't run on anything else because thats what the project called for. it runs fine for me in prboom as well. take it out then because i never meant to map for gzdoom, zdoom, etc. i asked about this kind of thing early on, got my response, and mapped for prboom, glboom. it doesn't work in prboom????? it works fine for me, and i have a shitty computer. just take it out of the project then. i hate zdoom, zdaemone. gzdoom. so thats it.

Dutch Devil
January 13th, 2007, 12:28 PM
It runs fine for me in Prboom and Glboom but lags like hell on any other boom port, I never knew I could hate chaingunners that much especially the one way up that cliff :)

Logan MTM
January 14th, 2007, 12:53 AM
Try some software port like Prboom, Legacy (if Legacy compatible, you know, with no vodoo dolls) or ZDoom :).

Hmmm... Legacy:
http://img207.imageshack.us/img207/7690/imagemr2c2aw0.th.jpg
I guess all you know that old message! :o

About PrBoom: I've got 0,01 FPS! *angry*

Sorry jetflock, idclev07 is the better way to pass of your map! :(

Macro11_1
January 14th, 2007, 01:57 AM
Posted By Jetflock
"i thought the project was for prboom, glboom. it won't run on anything else because thats what the project called for. it runs fine for me in prboom as well. take it out then because i never meant to map for gzdoom, zdoom, etc. i asked about this kind of thing early on, got my response, and mapped for prboom, glboom. it doesn't work in prboom????? it works fine for me, and i have a shitty computer. just take it out of the project then. i hate zdoom, zdaemone. gzdoom. so thats it."

Hmm... dude, dont do this... can I give a try in fuiguring out the problem... or maby letting some one else? Maby it needs a fresh pair of eyes...

Im just going to point out what I can gather man. Im not trying to berate you... and these other people arnt either ;) They just hate using certain ports for <insert reason> or something... Im not here to validate them.

So far, as per sectors, thats not an issue as my map has more and runs fine in Zdoom. I dont think Linedefs are a problem either, and I might add I dont think sidedefs are either.
Stats::
Your Map (Jetflock)
15097 vertices
16038 linedefs
30133 sidedefs
1875 sectors
1020 things

My Map (Macro11_1)
10281 verticies
12799 linedefs
23119 sidedefs
1997 sectors
312 things

The reason I dont think there is a problem there, is because while I was mapping my own map, zdoom took an aformention crap on me in FPS. I think it was the nodebuilder or something... but really I have no clue. It happened when I copypasted something. To fix it, as far as I recall, what I did was either undo the part I just copy pasted... or (this seems more framiliar so I think its what I actually did) I made a new blank map in doombuilder, and had my map open. Then I copyed my Whole map in sector mode in to the new map... built its nodes, then copy pasted all the things in to position and built nodes again. That worked well for me.

Anywho, to be shure on 2 things Im going to take my map and duplicate it 4 times in the same map file to test it, as well as try my copy paste fix on your map. Ill post later with the results. Finally, I love your style of map Jetflock, It looks so comicbook style... really excelent. Ill post a more informed reveiw later once I help you fix this map problem possibly. :)

Danimetal
January 14th, 2007, 04:23 AM
The Legacy error could be related to sidedef overflowing (someone explained me that the nodesbuild could inflate the sidedef numbers, I think) or also to line teleports (the ones used on the floor over floor effects). It´s hard to tell without testing it...

jetflock
January 14th, 2007, 01:43 PM
the legacy error was early on, like the 3rd week of mapping for me i gave up on it. i believe its the trees. prboom proved the best port because you can pack so much into it without lag (atleast for me). I remember this was going to be a prboom project, then all the sudden this z-shit started popping up. i also heard many maps won't run in legacy anyways.
i don't know why the map works with no problem in prboom/glboom for me and runs like shit for all of you. i cannot compromise the map, i have already done so removing sectors and the like. i tried addressing some of these things early on and recieved few responses other than "don't worry about software"- and "its a prboom project". i did fix the lag in prboom, and did take out the first chaingunner, and taking the chaingunner on the mountain off is easy if you have a strategy and don't go blindly shooting into the ether-kill off the intital bad guys down in the "valley" and then climb the mountain and shoot him full of lead.
looks like its gonna have to be kicked out! :)
edit: i will NEVER fix a map for gzdoom/zdoom/zdaemon or whatever Z port is lurking in the shadows of newdoom.

Dutch Devil
January 14th, 2007, 02:09 PM
The project is for boom compatible ports according to the rules in the sign up thread.

Danimetal
January 14th, 2007, 02:13 PM
the legacy error was early on, like the 3rd week of mapping for me i gave up on it. i believe its the trees.

Trees?. Damn, I have to try your map... If the trees are composed of your leaf textures applied to the middle sides it may be a failure on building the polys (I don´t remember the exact word. This thing Legacy says it does when it starts a map on openGl) or something it doensn´t support about the lines. Maybe moving them a bit?. Will download the map and play.
prboom proved the best port because you can pack so much into it without lag (atleast for me). I remember this was going to be a prboom project, then all the sudden this z-shit started popping up. i also heard many maps won't run in legacy anyways.
Mine´s won´t as long as Legacy doesn´t have vodoo dolls support. Anyway, I don´t remember this being a PrBoom project. I think we said "Boom compatible" but now I´m on the doubt and shall check it :).

i don't know why the map works with no problem in prboom/glboom for me and runs like shit for all of you. i cannot compromise the map, i have already done so removing sectors and the like. i tried addressing some of these things early on and recieved few responses other than "don't worry about software"- and "its a prboom project".
Hmmm... I´ll try and see how it works. I understand you won´t compromise the map as it is your own work and you´re its absolute owner. Still, all I can say is that I remember this being a Boom compatible project and, thus, software is important (at least for me!!). I´m not sure about where did you get those responses but either I am wrong about the NDCP2 being Boom compatible or whoever told you it was PrBoom was mistaken... Nah, that´s not all that I can say, what I most want to say is that it would be a pity to lose your map for the project. I have played many of your maps and can tell that you´re a great mapper with a distinct style. If you´re gonna keep the map out of the NDCP2 you should, at least, publish it elsewhere :).
edit: i will NEVER fix a map for gzdoom/zdoom/zdaemon or whatever Z port is lurking in the shadows of newdoom.
I found it perfectly respectable. Who would fix his ZDoom map to work with Legacy :P?. Anyway, on to downloading and trying your map.

MR_ROCKET
January 14th, 2007, 02:49 PM
Well the project is to be Boom-Compatible for Doom2.
http://forums.newdoom.com/showthread.php?t=29573
What this means is just that, boom compatible to be used with your doom2 iwad. Not just for boom. I guess you could make it only for boom if wanted, but in this case, the map is restricted to only work in boom. (The bad side of that is well when the level is merged into the mega, the whole mega would be restricted to only work in boom, not all the boom-compatible sourceports.) Basically taking the compatibility out of what we call boom-compatible.
So the project really calls for vanilla Doom2 editing however making it boom compatible by using boom data types, which most sourceports support.

Now Jetflock I don't want you to get discouraged, It's really a cool map and I'd like to see it work on more than just glboom. It would be best for the project if whatever is causing problems to run on the other sourceports would be fixed, specially after all your hard work and I wouldn't want that to go to waste, and I'm sure you don't either. I would try chopping the level in half and see what happens first. This doesn't mean it has to stay like that, but it would give a better Idea if it's a structure issue and possible where at? or a resource issue. I did this for someone who had a really "really large map" and only had an ok framerate in zdoom, I ended up chopping it into 3 different levels for him and was actually able to play it on alot of other sourceports from that point. But in the case of your map, i'd rather see it as 1 level but playable on everything and It could be as simple as making it so the whole map isn't straight but curving it some so everything wouldn't be in view by the engine at the same time.

Danimetal
January 14th, 2007, 02:56 PM
Just played the map... Well, I can tell that in ZDoom it just works way too slow while Prboom+ (in software mode) plays it just fine. I´m trying to guess what makes ZDoom run the map so slow and I´m almost sure it has to be something related to the special effects Jetflock uses. It could be checked by running only small parts of the map and seeing what causes the lag.

Anyway, as much as I´d like to see this in the NDCP2 I´m not sure Jetflock wants to "fix" it (is it really a fix to adapt it?. How can we be sure that it aint some ZDoom bug or behaviour exclusive to that port?, has anybody tried it in Eternity or classic Boom?)...

One thing is for sure: the map is way too cool to be overlooked.

didy
January 14th, 2007, 04:12 PM
it is the sector 1805 which causes to slow down your map. this might be easy to fix.

btw the music is good, i think i know the song, but cant remember, who is it

Macro11_1
January 14th, 2007, 05:20 PM
Well, Heres a follow up. When I tryed copy pasting your map in to a new file... it didnt work. BUT WHEN I DUPLICATED MY MAP, thus doubling everything stats wise, it ran perfectly fine in ZDooM. SO #'s of WHAT EVER is not the problem in my eyes.

Didy :: "it is the sector 1805 which causes to slow down your map. this might be easy to fix."

Im going to check this out :P.... how did you arrive at that conclusion? O_o

Logan MTM
January 14th, 2007, 05:26 PM
The Map is very good in self, just isn't a good idea to force the player to close his favourite Port , open the PrBoom just for play the Map06 and then back to ZDoom, GZDoom or Doom Legacy! *confused*

MR_ROCKET
January 14th, 2007, 07:01 PM
Actually I think sector 1805 was something didy figured out might be wrong some months back. I haven't had a chance to look or take the map apart yet, but I think it would be best if someone finds the issue to just tell jet about rather than saying here, here's the fixed version. No one but the author would want to make changes to his/her map to begin with. So if you find the problem just give jetflock a heads up about it, I'm sure he will credit you for the help.

jetflock
January 14th, 2007, 11:25 PM
1805 eh? this doesn't happen to be the once open linedef???? I know I fixed one.

Danimetal
January 15th, 2007, 12:53 AM
it is the sector 1805 which causes to slow down your map. this might be easy to fix.
btw the music is good, i think i know the song, but cant remember, who is it
The sector thing... Hmmm... Worth a look if it can keep the map inside the project.
The music thing: Depeche Mode, Barrel of a Gun, from the Ultra album - the one I like best. I think it´s slightly modified though.
The Map is very good in self, just isn't a good idea to force the player to close his favourite Port , open the PrBoom just for play the Map06 and then back to ZDoom, GZDoom or Doom Legacy!
Snifff :(... Damn Legacy support of Vodoo dolls!. I hope some new version comes out before the NDCP2 is revealed!.

No one but the author would want to make changes to his/her map to begin with
Damn right.

jetflock
January 15th, 2007, 03:43 PM
1805??? I can't see how this slows things up (keep in mind, that each time i edit the map is 45 minutes of building nodes), 1805 is just a conveyor belt sector for a monster to teleport, and the diet health potion machine.

Danimetal
January 15th, 2007, 05:24 PM
45 minutes???. That´s a whole lot of time, even more than a Half Life rendering time... Maybe your computer is slow or something, shall I try to do a complete ZenNode build in my computer?. I could build the nodes for you if you wanted.

Edit: Also, I noticed a lot of stuff happening in your map. Could it happen that you overflowed the sector tags?.

MR_ROCKET
January 15th, 2007, 08:01 PM
Ran some tests
If you limit the amount of thing types it will run in zdoom, eg. in db go into thing mode, left click hold and select the whole map. press delete. Then create a new player start and keys. run map, works with good framerate..

Now to get it to run on everything.
There's also a vertex issue going on and actually to fix it isn't as easy as you may think. just removing areas with alot of vertex's wont work.
First though, in db, goto configuration>editing tab> and select the last 3 check boxes on the left, eg. "Copy adjacent, Copy effects, and Adjust pasted"

Now to get started.
What I had to do was open 2 instances of db, select the whole map in 1 db and paste it as a new map in the other, thus removing all resources other than the last known named entries in editing.
After that I went in and removed all of these, " http://img77.imageshack.us/img77/8874/theseer4.jpg "as I knew these could easily be reconstructed. then I ran a build "zennode build" on it. Saved it, closed db.
Then opened XWE selected all resource lumps in the main version "other than MAP06 and it's map dependencies", selected copy.
Then opened the new non-resource version in XWE and pasted them in.
Tested in legacy opengl and zdoom, so I'm sure it will run in jdoom as well.

Anyways, It should be easy as that, if you fallow what I was saying up there heh.
I have both versions here and can send you the version that works in everything that needs a bunch of those overhead lights reconstructed Jetflock if you want. And at least there's no reason to hope anymore because it can be fixed. ;)

jetflock
January 15th, 2007, 08:46 PM
neato. send me what you have. i'll see if it isn't too much work. just those overhead thingies are gone huh? As long as I can pinpoint whats missing, I can reconstruct it, and then plop the thing back in its own resource if possible.

Macro11_1
January 15th, 2007, 09:09 PM
Damnit rocket! Stop saving the day and Stealing my wind! *wacky*

Glad to hear a fix is up and comming... hats off to everyone :)

as well as rocket... I guess *mad* *rolleyes*

MR_ROCKET
January 15th, 2007, 10:07 PM
Rofl Macro.
/me holds nose.. :p

The following errors occurred when this message was submitted:
jetflock has exceeded their stored private messages quota and can not accept further messages until they clear some space.

Jetflock, clean your pm box a bit so I can send you a pm! :D
Btw your texture/graphic etc. resources are in it.
Oh and also when I had it in XWE I cleaned it, it's now around 4 megs instead of 11. ;)

PumpkinSmasher
January 16th, 2007, 07:55 AM
I would prefer the map to run on all boom-compatible ports (save for legacy since it doesn't have voodoo dolls). I would like to thank Rocket for the work he did. I'm glad the NDCP2 team is helping each other out.

MR_ROCKET
January 16th, 2007, 08:35 PM
I haven't been able to send it to Jetflock yet though because of his pm box being full.
He probably wants to fix it him self though, I know I would.
Never the less, glad to help.

jetflock
January 16th, 2007, 09:30 PM
all clean. send away. i can prolly re-do what you deleted, but as far as fixing the problem myself, i don't believe i can do that.
just the cieling lamps huh?
fab if it works.

MR_ROCKET
January 16th, 2007, 09:42 PM
Well for the most part ceiling lights, but also all the thing types, items, monsters, etc. So you'l have to plop all those back in aswell, just make sure to check as you go because that's what zdoom was choking on. There is also some line defs here and there that are needing a fix but should be pretty minor, you'l see them.

Pm sent. - this is the version that runs in (prboom,legacy and zdoom.) Jdoom wont fly because it's not boom compatible.

---------------------------------------------------------------------------------------------------

Note* for original version fix.
Remember you could still fix the "original un-modified version of your map" to work in (prboom and zdoom) based ports just by removing all thing types from the map, and replacing them but checking as you go.
~ I don't know if it was the "amount" (or) thing actor "types" that were causing the problem in this case. It could have been as simple as some thing types somehow touching into the void area.. (This version wont work in legacy like the above PM'd version can.)

Anyways, there's some options.