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Post by kakhome1 on Aug 10, 2020 16:28:40 GMT -5
This was a notably excellent DBP for me. I really enjoyed testing and discussing it with bigolbilly et al. (BTW I've been trying desparately to get in touch today.) But he came up with a really memorable theme IMO and a healthy dose of quality mapping for it too!
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Post by bigolbilly on Aug 10, 2020 20:55:13 GMT -5
Thanks for the bug reports and feedback Joe! I’m kinda catching up on playthroughs and compiling issues atm, on the road to a hopefully-final RC. Definitely gonna check out your stream soon, there are some things I’m curious about now (for one, think I know the glitchy spot near the beginning of MAP01–that sounds a lot like the one place that kept giving me issues on that map, although weirdly I don’t see the issue in my copy of the RC2 on GZ/EE/PrB+). No one’s better at bug-hunting!
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Lobo
Doomer
Posts: 594
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Post by Lobo on Aug 16, 2020 3:44:58 GMT -5
Map01 is basically unplayable on ps3 prboom, slows to a slideshow due to the map errors Joe mentioned. Even on pc using EDGE it is really bad.
Hope it gets fixed in the rc.
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Post by bigolbilly on Aug 16, 2020 8:38:51 GMT -5
Thanks for the report Lobo, that RC3 is coming soon and it should be a pretty polished one thanks to all the feedback. I know basically nothing about PS3 ports or EDGE, but I wonder if it's simply the scale of the map that's the issue. There is some definite weirdness going on with the intro map and its variants, though, in the sense that small changes will often cause a ripple effect of bleeding flats, HOMs, and visual glitches in random parts of the map that need chasing down. Also the only nodebuilder that seems to work is ZDBSP - Normal (zero reject); all others, even the mighty Zokum, produce an unplayable map (usually with collision detection borked for all THINGs). Unfortunately this means that moving a single vertex on those maps often requires hours of repair work! That said, the target ports (PrB+, Crispy, EE -vanilla, even GZ) have been handling it pretty well once I get the map's ducks back in a row, so to speak. I do feel like--as is tradition in this phase of a DBP project!--I'm brushing up against the limits of my technical abilities, so any help/ideas are appreciated!
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Lobo
Doomer
Posts: 594
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Post by Lobo on Aug 16, 2020 15:45:34 GMT -5
Not worried about the ps3 lag: that happens a lot with any kind of middle texture. Comes in handy for finding secrets actually 😉 Though there was massive HOM kinda glitching in this case, which is what Joe was talking about. But I was surprised that EDGE was choking on it too. However, if you said it's such an enormous map then maybe that's just how it is.
TLDR version: I tried it on 2 ports which are probably the least indicated for big maps, so don't worry about my report too much.
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Post by bigolbilly on Aug 16, 2020 16:22:44 GMT -5
Ah, thanks for the clarification! That big-ass HOM should be under control now at least (although fixing the last big ugly mother is apparently what caused this and the other tiny one Joe found).
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Post by bigolbilly on Aug 22, 2020 20:00:00 GMT -5
RC3 is here and will be idgames bound soon!Changes- minor balance changes here and there - addressed Joe's comments (Joe also gets a testing credit!) - *perfect French* ... hopefully... - fixed a potential (if unlikely) softlock on MAP10 - fixed notes on MAP10's music that would stick in some MIDI setups among other (minor) things!
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Post by bigolbilly on Aug 25, 2020 20:06:37 GMT -5
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Post by kakhome1 on Sept 12, 2020 18:01:49 GMT -5
I should probably drop at least my one post-RC(2) video here, starring naps by @mantistoboggan and bigolbilly following a glance into the intro map!
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