Help with Eternal Doom (Map 28)

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ghost_firebat
Posts: 3
Joined: Sat Oct 24, 2009 0:19
Location: Mexico

Help with Eternal Doom (Map 28)

Post by ghost_firebat »

Hi everybody.

First, thanks to Graf Zahl for his excellent source port GZDoom. It's very cool and I have a lot of fun playing Doom with it.

Ok.. Now the matter.. I have a problem with this source port playing Doom II with the Eternal Doom MegaWad Set. When I reach the map28, there is something wrong with some switches and walls. It's supossed that some walls should be broken when you fire against them, in order to reach some switches, but this isn't happening. When you play this map with Vanilla Doom (or Chocolate Doom), the gameplay is fine.

Please help me. I don't know what's going on and I'm wondering if there's a patch for running Eternal in GZDoom. Thanks and greetings from Mexico.

PS- Sorry if my english is not good enough.
A true warrior never fears the challenge of battle...
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Graf Zahl
GZDoom Developer
GZDoom Developer
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Re: Help with Eternal Doom (Map 28)

Post by Graf Zahl »

Which GZDoom version are you using?

This WAD requires several compatibility options to be enabled but automatic handling for this was only added earlier this year. I just tested with my most recent build and these glass walls break when I shoot them. This works only if the WAD is unaltered though.
ghost_firebat
Posts: 3
Joined: Sat Oct 24, 2009 0:19
Location: Mexico

Re: Help with Eternal Doom (Map 28)

Post by ghost_firebat »

I got your last beta build at your site with compatibility options set to "Doom strict" and everything seems OK.
There are some minor gfx glitches, yet.
I was using version 1.2.0.1
I'm going to test your beta build for a while, and if something goes wrong, I'll notify you.
Thanks for your help. :)
A true warrior never fears the challenge of battle...
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Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: Help with Eternal Doom (Map 28)

Post by Graf Zahl »

The glitches are normal for that map. It contains a few constructs that can't be handled by the GL renderer. In fact I think it's the most abusive map ever created for Doom. I've never seen so many rendering hacks in one map.
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