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Help with Eternal Doom (Map 28)

Posted: Sat Oct 24, 2009 0:40
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.

Re: Help with Eternal Doom (Map 28)

Posted: Sat Oct 24, 2009 8:08
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.

Re: Help with Eternal Doom (Map 28)

Posted: Sun Oct 25, 2009 22:52
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. :)

Re: Help with Eternal Doom (Map 28)

Posted: Sun Oct 25, 2009 23:23
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.