Author Topic: [FIXED] E4M6 is unbeatable  (Read 1719 times)

Kate

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[FIXED] E4M6 is unbeatable
« on: October 12, 2009, 12:40:45 PM »
I know the arena is temporary, but the E4M6 arena has an Open Door special with a tag of 666, NOT an end level special, so after you defeat the Cyberdemon, the level never ends, so you get stuck and have to warp past it.

enhas

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Re: [3.47] E4M6 is unbeatable
« Reply #1 on: October 12, 2009, 02:14:16 PM »
If the same arena is used for E4M6 as E2M8, then a 666-tagged door (exit switch / teleporter behind it) could be added to solve the problem, since it wouldn't affect E2M8.
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Glaice

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Re: [3.47] E4M6 is unbeatable
« Reply #2 on: October 12, 2009, 03:26:33 PM »
I am pretty sure a small arena can be attached to a normal level with the appropiate tags on the doors somehow..

andrewj

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Re: [3.47] E4M6 is unbeatable
« Reply #3 on: October 13, 2009, 03:38:37 AM »
Thanks for the report, the bug has been noted (and is high priority to fix).

enhas

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Re: [3.47] E4M6 is unbeatable
« Reply #4 on: October 13, 2009, 01:27:10 PM »
Note that it isn't because tag 666 doesn't work (as said in TODO.txt), but because there's no 666-tagged door (with exit behind it) in the E2M8 arena code at all.

If there's an E3M8 arena in the works, the same thing will have to be done for E4M8 (666-tagged floor to lower on Mastermind death, with exit behind it).  Both of those exits would be inaccessible in E2M8 and E3M8, but it wouldn't matter since the level should just end when the bosses die (just don't put anything score-affecting in those exit rooms).

EDIT:  Here's an example E2M8 and E4M6 (exact map used for both, to test) with an added exit room.  In E2M8 it never opens (or needs to) but in E4M6 it'll open after the Cyberdemon is dead.
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FRY: Fry's dog!
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andrewj

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Re: [3.47] E4M6 is unbeatable
« Reply #5 on: November 08, 2009, 01:45:04 AM »
My plan is to no longer generate special levels directly in Oblige (arenas.lua), and instead simply insert pre-built maps from a wad.

enhas

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Re: [3.47] E4M6 is unbeatable
« Reply #6 on: November 08, 2009, 11:33:09 AM »
If you do that, will Oblige be able to randomize some things and textures in those levels still?  That's one thing I like about the current method.
CROWD: What do you want?
FRY: Fry's dog!
CROWD: When do you want it?
FRY: Fry's dog!

andrewj

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Re: [3.47] E4M6 is unbeatable
« Reply #7 on: November 08, 2009, 05:24:40 PM »
No it can't :(

Best it can do is have two or three versions of a map and randomly pick between them.

The current way (the code in arenas.lua) is not viable.  Converting even small maps into code takes too long, around 10 times longer than making the map in an editor.

enhas

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Re: [3.47] E4M6 is unbeatable
« Reply #8 on: November 09, 2009, 01:27:59 PM »
Okay then.

I don't really know what to do about theming though, since it'll look odd if a hell-looking arena is picked when TECH is being used, etc...

I'm going to make two other versions of my Doom II arena (the one I posted in the other thread, pretty much a bad Gotcha! replacement), and post the zip file here later on.

EDIT: Here it is, the other two arenas are pretty much the same as the first one but with some replacements.
« Last Edit: November 09, 2009, 07:46:05 PM by enhas »
CROWD: What do you want?
FRY: Fry's dog!
CROWD: When do you want it?
FRY: Fry's dog!

andrewj

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Re: [3.47] E4M6 is unbeatable
« Reply #9 on: November 09, 2009, 04:23:51 PM »
The map can be selected based on theme.

Your new arenas look good.  However the Masterminds are stuck and don't do anything (PrBoom), they are so big that they overlap the torches on the platform.  So please fix that and re-upload.

enhas

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Re: [3.47] E4M6 is unbeatable
« Reply #10 on: November 09, 2009, 07:24:33 PM »
Fixed and re-uploaded (with some more cosmetic changes as well).  Funny, in ZDoom-based ports the Mastermind doesn't have that problem.  Thanks for noticing that.

I just decided to delete those torches altogether because the Cyberdemon's rockets tend to also hit them a lot when he fires, which made it really easy for the player to avoid and kill.

By themes, testarena = TECH, testarena2 = URBAN and testarena3 = HELL.
CROWD: What do you want?
FRY: Fry's dog!
CROWD: When do you want it?
FRY: Fry's dog!

andrewj

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Re: [3.47] E4M6 is unbeatable
« Reply #11 on: November 10, 2009, 01:41:11 AM »
Thanks Enhas, I will merge them into a single wad, which will end up in the data/ folder.

In vanilla Doom the rockets would usually pass through the torches (and most other scenery) due to a bug or "quirk" in the engine.

andrewj

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Re: [3.47] E4M6 is unbeatable
« Reply #12 on: November 16, 2009, 06:11:51 PM »
OK, the new "prebuilt level" system is done and working, and I have updated Chris's E2M8 and E3M8 boss maps so that they work properly on E4M6 and E4M8 (respectively).

Hence bug is fixed.