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Nomad
August 29th, 2007, 01:32 AM
I know it's probably way too late, but NDCP is not very Coop friendly.

In Map07, there is a cage that builds around a teleport destination, and there appears to be no way to progress after you've died once that happens.

In Map11, there is a wall quite near the start that once it comes down, there is no way to progress.

That is as far as I, Osiris's_Legacy, and Crazed Imp got in the wad--we ended up skipping Map07, and we quit on Map11, so there could be more bugs later that we haven't seen yet. As I said, I'm sure it's too late to say anything now, but I thought I'd mention them anyway.

FATAL
August 29th, 2007, 06:19 AM
Map07 doesn't have teleports. I know because I made the map. True, it's not a very good coop map, but it certainly shouldn't break.

EDIT: I Crazed Imp told me that it is in fact MAP06 that you got stuck in. Just to clear things up.

Dutch Devil
August 29th, 2007, 06:19 AM
All of my maps are not tested on coop and dm, which wall do you mean its kinda hard to find the problem if I don't know which sector is causing the problems.

CrazedImp
August 29th, 2007, 06:55 AM
Dutch- The problem is with Sector 63. If all people die and re-spawn while that sector is raised, the players can't progress.

Dutch Devil
August 29th, 2007, 07:43 AM
Impossible sector 63 is some wall detail are you guys sure you were playing map11.

CrazedImp
August 29th, 2007, 07:58 AM
The first elevator in the map, when you go up there there is a hallway of monsters and you have a floor set to rise so the player can run across it. However, if people are to die after that point, they can't get back to where they were they are stuck because the floor is still raised and there is no way to lower it from that end. Just looks like a big block of wood in your way. If you still don't know where it is, I have screenshots.

Nomad
August 29th, 2007, 08:02 AM
EDIT: I Crazed Imp told me that it is in fact MAP06 that you got stuck in. Just to clear things up.

Yes, this is correct. I mistyped.

Also, Iori is the author of Map11 for NDCP1--are you thinking about NDCP2, Dutch Devil? [edit]This is DEFINITELY the case. We were not playing NDCP2, Dutch Devil. We are talking about NDCP1 Map11.

Dutch Devil
August 29th, 2007, 08:09 AM
Screenshot please I haven't got a clue.

Nomad
August 29th, 2007, 08:14 AM
Please refer to my post above yours.

Dutch Devil
August 29th, 2007, 08:18 AM
I am stupid.

Nomad
August 29th, 2007, 08:32 AM
Nah, it's a simple mistake. :)

CrazedImp
August 29th, 2007, 09:20 AM
Well, considering if Nomad is up to hosting the server (and willing to play, heh), we could play through the rest of the WAD and pinpoint any more bugs we might find.

Nomad
August 29th, 2007, 09:35 AM
I looked in Map06 in Doombuilder, and found that there is a switch that opens that cage around the teleporter, but it is outside. So making the the inside of the cage door open wait close fast might make that a little more coop friendly.

We will definitely have to fix that part on Map11 before we continue, though, unless we're just going to skip that map.

CrazedImp
August 29th, 2007, 09:39 AM
Well that would be part of the reason why we are playing it. Mostly to have fun yes, but its also an idea to pick out any extra bugs along the way that make co-op a hassle.

Danimetal
August 29th, 2007, 09:43 AM
Heh, wait until you get to my absurd map. Telefragging free for all XD!.

Doom_Dude
September 4th, 2007, 11:39 AM
If you guys come up with a list of things that need fixing in the first NDCP I'll see if I can get that implemented.

iori
September 4th, 2007, 06:43 PM
eeee no my map was not intended for coop. Adding the player starts was an unfortunate requirement that I didnt pay attention to till the end. Oops!

Doom_Dude
September 4th, 2007, 07:02 PM
Bad iori :p