I was playing with RainBowStar.wad, the map that I done to demonstrate the capacities of Doom Legacy, and all seemed fine.
Then I thought that the monsters were annoying for such a study and I came back to KDX (the King Elvis Launcher) to check "No monster".
I launched again the game and... CRASH!!!
I just come back to let you know that I was able to play with it without monster, and ALL was fine (no crash)!!!
Such a compatibility is simply awesome
I noticed only a small problem: the value 255 (scroll wall using sidedef offset) don't work properly (sector 74)
Short map made in the course of 2 days to demonstrate the latest Legacy's features for an important release of the engine: fragglescripting implemented!!!
I have now numerous crashes, and sometimes it's loaded and played finely...
Something makes me think that the first script makes it crashing.
At least, it crashes before its activation, or when it's activated, but it don't have the time to operate.
I didn't have any crash with the previous version of GZDoom.
I made ALL the changes AFTER the crashes, searching what could hang the engine. The editions didn't changed anything and it's still crashing, most of the time.
Here is the script:
[spoiler]// FraggelScript example
// (c) 2001-2002, Thierry Van Elsuwe
[level info]
levelname = RainBowStar
creator = Thierry 'Hurdler' Van Elsuwe
consolecmd = gr_solvetjoin off
gravity = 80
print("Welcome!\n");
beep();
wait(200);
runcommand("say Woo! I'm enjoying the new Legacy features!\n");
wait(200);
print("\2Yeah, baby... This is the joy of FraggleScript!\n");
wait(200);
timedtip(100, "Ready?\n");
beep();
wait(100);
timedtip(100, "Steady!\n");
wait(50);
timedtip(100, "Set...\n");
wait(50);
timedtip(500, "Enjoy !\n");
beep();
It's an updated version (alignements, minor changes of some textures, lightings changed for some places, trick to block things on a moving platform, minor edition of some sectors (architectural work)