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Old November 28th, 2008, 02:09 PM   #1
PumpkinSmasher
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Testing Phase

Alright. It is time to start the Testing Phase of the NDCP2.
We still have a few incomplete maps, but they should be done shortly. Until then lets test the rest of the megawad.

NEW TEST WAD DECEMBER 17

Here's the link to the Test Wad. Usual Password:
http://www.teamhellspawn.com/ndcp2/NDCP2TEST3.zip

------------------------
Another update will come at some point
------------------------

A text file is included with the needed information.

You are more than welcome to test these maps in Single Player, DM, or Co-op.
If you have any error reports or suggestions, please post them in this thread in the following format:

-----------------------------------------------
Map#: (Map20)
Mode: (Single Player)
Port Used: (GZDoom)
Errors/Sugggestions: (Lindef 231 needs to be tagged 2-Sided)
Other: (This map is the best map ever.)
-----------------------------------------------

Last edited by PumpkinSmasher; December 17th, 2008 at 09:13 AM.
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Old November 28th, 2008, 05:23 PM   #2
ghost
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AWESOMMMMME!

I'm staying over a friend of mine, I guess we can play a bit of co-op on LAN, so I can test it at the same time. Testing it now...

EDIT: One thing I can already suggest is, all the maps should have different music.. with the exception of Map18 which suits it quite well. Just my opinion.
And some of the maps don't have the right music it should have, I guess it'll be fixed later.

Last edited by ghost; November 28th, 2008 at 05:37 PM.
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Old November 28th, 2008, 06:08 PM   #3
MR_ROCKET
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Not that this is of much importance, but I don't suggest running with bots if anyone decides on some off-line play mode.
For example map25 and bots would be a bad idea.. :P
Besides running bots is not the kind of test we need.
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Old November 29th, 2008, 01:37 AM   #4
Nuxius
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As these are general errors, using PS's method would only complicate it and make it difficult to read, so I just kept it simple.

Once we get down to specific gameplay related stuff, that method will work much better.

MAP02 NOT-APPLICABLE//Macro11_1
- Missing several textures. Either Macro11_1 needs to send his custom textures to PS, or PS already has them and just forgot to put them in the texture wad.

- Missing DM starts



MAP08 Shoot Down//LoganMTM
- More missing textures. Same as MAP02.

- Sector #344 is unclosed. Looking at the map, I don't think this was intentional.

- I'm going to guess Thing # 91 (a tall techno floor lamp) that is located outside of the map is for source ports that support dynamic lighting?



MAP10 Plutonic Dusk//ghost
- Missing 1 texture, A-CAMO5



MAP13
- Tell that fucker to get his sorry ass in gear and finish his map. What a bum.



MAP16 Conglomerate Complex//Various
- Missing DM starts



MAP17 Headache//Jetflock
- Thing # 437 (a multiplayer only Arachnotron) is perma-stuck in the wall next to it and can't move.

- Thing # 372 (a stimpack) needs to be moved into the map.



MAP18 Ominous Core//Doom_Dude
- Linedef# 393 (the blue key door) has a "-1" in the back sides lower texture slot.

- Missing DM starts



MAP20 Caverns//PumpkinSmasher
- Missing DM starts

- Test using software rendering, please.

ex:



MAP21 Second Attention//Danimetal
- Thing # 603 (a stimpack) requests that he is able to rejoin his friends back inside the map. It's lonely, and all he sees is HOM.

- Missing DM starts



MAP27 Wastelands//ghost
- Missing a texture called "BAR"



MAP30 Icon of Chaos//Logan MTM
- Missing DM starts

- Missing Coop starts

- Accidentally put gibberish in a texture slot. Unfortunately, due to the fact that it's a bunch of gibberish, I can't find out what line it is in DB. It needs to be fixed, as it will crash any port (like Boom) that doesn't know how to handle unknown textures.



MAP31 Die like you mean it//Exl
- Sector # 7 is unclosed. Looking at the map, I don't think this was intentional.

- Missing DM starts
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Old November 29th, 2008, 02:02 AM   #5
PumpkinSmasher
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Wow Nuxius that was quick to play through that many maps.
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Old November 29th, 2008, 05:32 AM   #6
Nuxius
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I haven't played any of them yet.

That was just what I got through DB's and ZDoom's error checkers.

The only reason I noticed the HOM in your map was because it was right at the beginning.
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Old November 29th, 2008, 06:48 AM   #7
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Lots of missing DM starts, heh. I'll have a quick playthrough later to see what I can find, although it'll be hard to top Nuxius' level of thoroughness.

I hope all the authors are all still around to fix things, though I haven't seen Exl lately for the map31 glitches, someone else might have to do it.
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Old November 29th, 2008, 02:47 PM   #8
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i just sent ps my maps, i think you have the old old headache.....
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Old November 29th, 2008, 03:02 PM   #9
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Quote:
Originally Posted by Nuxius
- Accidentally put gibberish in a texture slot. Unfortunately, due to the fact that it's a bunch of gibberish, I can't find out what line it is in DB. It needs to be fixed, as it will crash any port (like Boom) that doesn't know how to handle unknown textures.
If you use a port that prints a text log, you can copy and paste the character from it into an editors "find" or "find and replace" windows. Doom Builder sadly has a bug in which it will occasionally replace a random texture with gibberish (usually some sort of upside down L shape).

For instance Doomsday with its Doomsday.out file. Though not a Boom compatible port at the moment (and hence unsuitable for game play testing of NDCP2), it would be fine for hunting down mistakes such as the above.

Last edited by Vermil; November 29th, 2008 at 03:35 PM.
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Old November 29th, 2008, 04:42 PM   #10
Logan MTM
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Quote:
Originally Posted by Nuxius
- I'm going to guess Thing # 91 (a tall techno floor lamp) that is located outside of the map is for source ports that support dynamic lighting?
That is for look nice in OpenGL Ports.

About the other Maps, i think PS got old versions of my Maps. The last ones are totally complet.
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Old November 29th, 2008, 06:38 PM   #11
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prboom and zdoom guys.....thats all i tested my maps in. maybe some open gl in these. don't bother with other ports. i am playing this in zdoom myself.
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Old November 29th, 2008, 06:48 PM   #12
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Well I did add a doomdefs lump to the resource wad just so dynamic lighting will show up in gzdoom if it gets played in it.
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Old November 29th, 2008, 08:01 PM   #13
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Hey Nuxius I think if you just went through with the "error checkers" you will find that my map has missing textures because of the lines unseeable in the editor. I will take a look, but from what I can remember its a solid window that is causing the error.

Also, do I really have to put in DM starts?
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Old November 29th, 2008, 09:23 PM   #14
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I think so yes, if it were something like map20+ maybe not but the project does call for dm play as well.
And your map being map02, it would most likely be a good idea.
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Old November 29th, 2008, 09:32 PM   #15
Nuxius
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Smile

Quote:
Originally Posted by Vermil
If you use a port that prints a text log, you can copy and paste the character from it into an editors "find" or "find and replace" windows. Doom Builder sadly has a bug in which it will occasionally replace a random texture with gibberish (usually some sort of upside down L shape).
I tried that; unfortunately, the log file just had one of those squares there that Windows always uses when a program doesn't understand a character. My best guess is that it's some foreign character since Logan is from Brazil.

Quote:
Originally Posted by Macro11_1
Hey Nuxius I think if you just went through with the "error checkers" you will find that my map has missing textures because of the lines unseeable in the editor. I will take a look, but from what I can remember its a solid window that is causing the error.
When I said missing textures, I meant from the resource wad, not from your map. I should have clarified that a bit better, sorry about that.

You currently have several textures in use for your map that are missing from the resource wad, so you need to send those to PS and/or PS needs to get them into the resource wad.

EX:
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Old November 29th, 2008, 10:15 PM   #16
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RW24_B, and RW24_D look like they would have been a base off Doom2 brick texture.
Going by Doom2, RW24_x ~ Tan brick textures and the shot above.
As well as the naming conversion.
Where's _A and _C also? Oh there they are. :P

(If there are anymore textures not showing up in anyones map, please state the names of them).
~ this way it would be easier for PS to hunt them down "if received" in the first place.

Macro, you wouldn't happen to have your own small texture resource that may not have gotten sent in would ya?
If so, send them in! lol
It's no big deal, stuff happens.

Jetflock I thought you said you were going to update the F1 help screen? :P

Last edited by MR_ROCKET; November 30th, 2008 at 12:31 AM.
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Old November 30th, 2008, 12:56 AM   #17
Macro11_1
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Oh my bad, I will upload those tomorrow!
most of them are just mirrored textures of brick.

I will also check out DM starts.... just have to fuigure out a good way to "Wall off" the level. Any Suggestions?

And while im at it, Ill put in an ending. That one I have is just lame.
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Old November 30th, 2008, 02:15 AM   #18
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Shwoo late night, I'm currently lost in map10 holding the yellow and blue keys :P
Anyways, cool Macro, it's all good man.

Logan MTM, if you could send in the newest version of your map with needed textures to PS, that would be awesome of you.

Ghost, where can we find some better midis, and whos willing to change midi music in their map?
I'd change the one in my map04 if need be, what do you think is fitting for it?

Everything else so far sounds like some pretty minor fixes.
I'm sort of worried about the unclosed sector stuff though, as those arent always easy to fix.

Ok I'v g2g2bed..
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Old November 30th, 2008, 02:55 AM   #19
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Shouldn't be easy to be lost in map10... hint: look at the start

IMHO: The music in map4 is quite suiting to the map. Very reminiscent of Doom2, nice and enjoyable. Unless the majority states otherwise, keep it .
Map21 and 31 are those I would prefer to have new music. I hate the wolfenstein music (boring and too easter eggish for a different megawad), and don't forget that after killing the Icon of Sin, the same music is played from map31. IMO, if we don't replace the Doom2 music (well, most of them), the megawad becomes somewhat less unique which is something we don't want, after all those years.

Some Good Music Sources springs into mind:
Hexen/Heretic, Duke Nukem, Ultimate Doom, Descent and http://www.vgmusic.com/ and http://www.mirsoft.info/index.php. Other megawads with the likes of Hell Revealed 2, Requiem, Eternal, Memento Mori have some good custom tunes we could borrow as well.
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Old November 30th, 2008, 08:51 AM   #20
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Quote:
Originally Posted by MR_ROCKET
Jetflock I thought you said you were going to update the F1 help screen? :P
PS just got my maps, nobody else has them or the graphics in them, lol.
(though, i think i may have to update it again due to RECENT changes....)
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