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Old February 22nd, 2009, 10:09 PM   #1
PumpkinSmasher
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NDCP2 NOT Released. Final Testing

Thanks to everyone who helped out on this. Sorry it took so long.
I just ran through a couple maps on GZDoom, and its ass kicking fun.


Feel free to mirror. If you do mirror, post a link here so I can include it on the website.
A small updated to the website has been made. I'll try to make a larger update soon.

Last edited by PumpkinSmasher; April 2nd, 2009 at 04:00 PM.
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Old February 22nd, 2009, 11:10 PM   #2
Nuxius
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NDCP2 not released. This thing still has a lot of bugs in it.

Also, you overwrote Ghost's MAP13 with Jetflock's unfinished one.

I hope this is the only place you post this.
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Old February 22nd, 2009, 11:18 PM   #3
ghost
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^^ I hope this is the only place.

HOW COULD YOU PUMPKINSMASHER!

Also, the mapname graphics aren't up yet, and the dehacked level names that appears in automap isn't up either. NDCP2 not having this would make it look shoddy, I mean even NDCP had these map names.

Last edited by ghost; February 22nd, 2009 at 11:33 PM.
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Old February 22nd, 2009, 11:28 PM   #4
Raptor Jesus
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APRIL FOO...

wat
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Old February 22nd, 2009, 11:30 PM   #5
Nuxius
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We'll get it fixed, ghost, don't be too hard on PS. I'm sure there are lots of people who want to get this thing done with as bad as he does; it was just a simple mistake.

My tardiness did not help things at all; I could have spent a lot more time bugtesting if I had gotten my sorry ass in gear and got my map finished sooner... I'm really sorry about that, guys.

Anyway, bugs I have found in the release:

MAP02 NOT-APPLICABLE//Macro11_1
- Missing DM starts

MAP07 NotsoSimple//LoganMTM
- DB's 3D mode start needs to be removed

MAP15 Down the Drain//Osiris's_Legacy
- DB's 3D mode start needs to be removed
- Missing DM starts

MAP16 Conglomerate Complex//Various
- Missing DM starts

MAP17 Headache//Jetflock
- Thing 105 (stimpack) is outside the map

MAP19 Darkseed//Jetflock
- Sector 737 is unclosed and needs to be removed (it isn't needed). The player (and monsters) can actually walk outside of the map because of this.

MAP21 Second Attention//Danimetal
- Thing 601 stimpack outside of map
- Missing DM starts

MAP24 ???//CrazedImp
- A missing texture with gibberish, suprisingly similar to the one in Logan's map. Except this one has a } before the key looking symbol.
- Missing DM starts

MAP30 Icon of Chaos//Logan MTM
- That weird missing texture name is still there.

MAP31 Die like you mean it//Exl
- I believe all of those Player 2 starts around the map are intended to be deathmatch starts.
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Old February 22nd, 2009, 11:36 PM   #6
Nuxius
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You know guys, I just realized something else...

MAP02 Not Applicable//Macro11_1
MAP06 Amadeus//jetflock
MAP19 Darkseed//jetflock
MAP27 Wastelands//ghost
MAP29 Absolute Evil//g6672d, Dutch Devil, Mr.Rocket


All of these maps go past Boom's 32768 seg limit (and crash it with a segmentation violation). Which means they actually require what the community dubs "a limit limit removing port"; IE one that increases this limit to 65536, such as ZDoom and PRBoom+.

So the whole, Boom compatible/limit removing part in the text file isn't true for these maps.

Last edited by Nuxius; February 23rd, 2009 at 05:38 AM.
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Old February 22nd, 2009, 11:41 PM   #7
ghost
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Well isn't Jetflock reponsible for it? (The map name things) But still, I'm going to be busy from now on, I've just started my first year in University.. or college whatever you call it in different countries.

EDIT: I already had plutonic dawn on Map13 slot, I mean if you have noticed the previous test version, it was already in its slot.

Last edited by ghost; February 22nd, 2009 at 11:50 PM.
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Old February 22nd, 2009, 11:48 PM   #8
Nuxius
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Oh, you're right, author/map name screen is out of date as well, as it still has you and me in our old slots. But that wasn't what I was talking about. I mean your actual MAP13 has Jetflock's unfinished MAP13 in its place. As is, the Plutonic Dawn map itself is not in this megawad at all.

EDIT:
Quote:
Originally Posted by ghost
EDIT: I already had plutonic dawn on Map13 slot, I mean if you have noticed the previous test version, it was already in its slot.
Yeah, it was in the latest test version, however, when Pumpkin saved Jetflock's updated map 19 (here) into the megwad, he accidentally saved the map Jetflock had started on (to replace mine) into the megawad as well, causing it to overwrite your's.

Last edited by Nuxius; February 22nd, 2009 at 11:59 PM.
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Old February 23rd, 2009, 12:13 AM   #9
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Also, the author name on the walls in Map30 aren't updated yet at all.

The musics have not been changed as LoganMTM required either. Would need another week or so before this is released.
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Old February 23rd, 2009, 05:47 AM   #10
Nuxius
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I finally got around to doing some testing in Boom; see my edited post above.

Also, a bug I found with 2 textures; Both JF_ND8 and JF_REACT have parts of them that are not covered with any patches. This causes a "COLUMN WITHOUT A PATCH" error in some ports.

I'm working on testing with some other source ports, including Boom, PRBoom, Eternity, Edge, Risen3D and Vavoom. I'll let you know if I find anything.
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Old February 23rd, 2009, 07:31 AM   #11
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Ah yeah those are simple things to fix so it is basically done, just some minor tweaks and we'r off to finalize.
Shwoo..just glad my maps didn't appear in the bug list. :P ~ well other than Absolute Evil map29 which ended up about 75% my doing.
I think I said something about it exceeding seg limits awhile back, yeah it will require zdoom or something with higher seg limit to play properly. ~ if I remember right it should actually run in prboom but the sky might bleed through the vertices as is..

Last edited by MR_ROCKET; February 23rd, 2009 at 07:43 AM.
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Old February 23rd, 2009, 11:31 AM   #12
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Quote:
Originally Posted by ghost
The musics have not been changed as LoganMTM required either. Would need another week or so before this is released.
Thaaaaaaaanks!

Last edited by Logan MTM; February 23rd, 2009 at 12:16 PM.
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Old February 23rd, 2009, 06:39 PM   #13
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I don't like that seg limit. Never have, never will. I knowingly went over the seg limit, however if need be, I can remove detail from the beginning if need be, though that would take a while.

Um, by just how much am I over?

Also, this makes it hard for me to add a DM area, I might just have to amend the second area.
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Old February 24th, 2009, 01:15 AM   #14
Nuxius
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Considering the amount of maps that are over, I honestly just wouldn't worry about it.

Upon going around and picking up the latest versions of the more popular source ports, it seems that most of them have extended the limit to 65535. I'd just say the project is PRBoom compatible, instead of Boom compatible. Solves that.

Moving on here is a list of maps where the ending of one and the beginning of the next don't match up:

MAP 06-07
MAP 10-11
MAP 31-32
MAP 32-16
MAP 18-19
MAP 19-20
MAP 24-25
MAP 25-26
MAP 26-27
MAP 29-30

I know we talked about this, and I know PS said something about them matching up in the rules, but I can't remember if it was required or not. Still though, having most of them match and these not makes the whole project look sloppy and disorganized, IMO.

Also, I found out where those bad textures in the two maps are at:

MAP24 Dimension Palace//CrazedImp
- Linedef 9762, back side lower texture. That is where the gibberish texture is.

MAP30 Icon of Chaos//Logan MTM
- Linedef 910, front side lower texture. That is where the gibberish texture is.
- Sector 609 and 610 have a FLAT named -. Using a - to tell Doom no texture is there only works for lines, not flats. Flats must have a texture, and most engines will treat it as such and try to find the nonexistent - texture.
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Old February 24th, 2009, 05:38 AM   #15
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All that was fixed and posted in this forum!
My Map07 can't be moved or his gameplay will crash! If you know what i mean! ¬¬'
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Old February 24th, 2009, 08:40 AM   #16
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Hey people. I figure that once a proper release is made, I'll start reviewing the maps one by one, in a similar fashion as Dani did with the frist NDCP. Dani could then review my map.
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Old February 24th, 2009, 06:18 PM   #17
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When there is an official release, somebody yell at me if I miss it. Too many things going on, easy to miss stuff...

That's kewl Fatal! Hope you do review the project.
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Old February 24th, 2009, 07:41 PM   #18
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Hi. In process of moving and I have sporadic internet connection. I have fixed those 2 bugs mentioned, but I cannot upload them at the moment.
Regarding beginning and ending of maps- some people refused to do that so it doesn't matter much anymore.
Regarding boom limits- yeah, play it in prboom or zdoom. I wouldn't play this with open gl, but thats just me.
Hoping to get yoos these maps soon. I may not be able to get online for a while.

EDIT: MY GOD IT WENT THROUGH!Did you get the maps Pumpkin? I emailed them.

Last edited by jetflock; February 24th, 2009 at 07:50 PM.
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Old February 25th, 2009, 07:12 AM   #19
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I don't have problems with beginning and endings of maps that don't match, I think it was optional.

Looking forward to its release, I'm curious too see what the rest of the doom community thinks of it.And I'm looking forward to those reviews, I never get bored from reading those things.
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Old February 25th, 2009, 02:26 PM   #20
PumpkinSmasher
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At this point, I don't want to go back and make major changes to the the beginning and endings to match up.
@Jet I got you email.
If anyone else is planning on making changes, send me your updates ASAP.
I'm fixing the map13 issue, and will change the text file so that is is more specific about which ports can run this.
If anyone wants to help fix some of the minor errors in the above list (i.e. removing DB 3D start, adding DM starts, removing objects outside map, etc...) I would appreciate it. I'm going to be looking at a few of these errors as well. So just fix what you can and send me the updated versions.
If we all pitch in we can fix this fairly quickly, and get this thing out to the masses.
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