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Posted: Thu Mar 30, 2006 16:02
by Graf Zahl
Enjay wrote:If I were Graf, unless I wanted to play Phobia on my own port (which I suspect he does), I'd be thinking "this WAD is for Legacy, why should it run on GZDoom".

I know GZDoom does have reasonable Legacy support, so the case is slightly different. So, perhaps the fact that Phobia doesn't run properly on GZdoom should be made clear. However, people don't say things like "This is an EDGE mod so don't even try to run it with Zdoom" and then expect Randy to modify Zdoom so it does.

Of course you are correct. I repeatedly stated that GZDoom is not Legacy. However, in this case the WAD didn't work due to one missing Legacy FS command and 3 minor bugs in the FraggleScript code, all of which were easily fixed. The only remaining issue to be addressed is the lighting. This was looks ok with Legacy's GL renderer but is far too dark in GZDoom so I have to do something about that. It's not much work so I think I can release a new version tomorrow. I wanted to do it today but I had to get rid of my car today so I wasn't able to finish this... ;)

Posted: Thu Mar 30, 2006 17:59
by Tormentor667
Praise Graf Zahl :)

Posted: Sun Apr 02, 2006 23:53
by kc32
Still doesn't work quite right. Is there one of the three paths that works better then the others?

Posted: Mon Apr 03, 2006 0:06
by Tormentor667
I don't know how it is supposed to work... I just don't understand why these black "areas" are black?! :( I don't think that they are supposed to look like that! Nevertheless, "Phobia" is one of the greatest releases for Doom ever!

Posted: Mon Apr 03, 2006 8:34
by chopkinsca
As it is now, playing this wad in Gzdoom ruins the experience in quite a few ways. Minor things that don't work right here and there add up making for quite a few things. Of course this is expected with a Legacy wad being played in a Zdoom port.

Graf, if you want, I can try to list the things I personally have found that are different from Legacy.

-The known issue is with dynamic lights slowing down anyones computer in Gzdoom. There are a lot of special effects that would be a shame to play without. They of course are just visual, but a large aspect of this level set is visuals.

-Various things spawn in the air and fall into place. Where in Legacy it seems the spawn directly on the ground. You can notice this at the alter where you find the first teleport scroll, when you pick it up, all four corners light up. In Gzdoom, it has the effect of the flames falling from above into place. Dunno if it's actually a bug though.

Edit:
Okay, I try to explain some of what I found. I'll post in a spoiler tag, since it 'could' be a spoiler to some people. Also, some of these 'bugs' might just be my computer, so who knows. Anyway, if it's useful or not, it's here.

Don't mind the image quality, I didn't spend much time on the editing, and I made them small so I could use my own webspace. Not like you can't see what I'm trying to point out anyway.


[spoiler]Image
First off, the reason for the slowdown at the start is a large number of dynamic light particle effects. One of the biggest drains is a telportal effect which you can't see at the start because of a black mid texture, but is still rendered. You get to see it if you choose the Myst style of play. Not a bug, but thought I would post it to point out what you could be missing by not using dynamic lights. There are lots of well used light-particle effects used throughout the levels.





Image

Image

These two may be related to each other. In the first picture, is an item that you take, but in Gzdoom it doesn't display as actually being taken (the thing on the small alter with the blue energy around it).

The second image is of the effect of statues turning into monsters. As it works in Gzdoom is that the monsters spawn and drop onto the statues, and since the statues aren't supposed to be there anymore, the monsters are stuck. This appears in quite a few places. Also different types of this 'bug' appear.





Image

Another example of the previous 'bug'. The doorway opens in a cutscene, and the blue key only stays in it's spot during the cutscene. It dissapears before the cutscene is over, but in Gzdoom it doesn't dissapear at all.

Also, the pools of water look different. Might just be a map error or something. In Gzdoom, this water pool isn't transparent, while in Legacy it is. Although, other pools of water in Gzdoom look as they don in Legacy, so I don't know.






Image
This one should be obvious as to what's wrong. If not, the transparent middle textures in legacy are solid black in Gzdoom.

Also in this area of the map, at one point a group of lost-soul/spirit monster teleport in and are supposed to dissapear when you close the box. In Gzdoom, they aren't being removed. Pobably related to some of the above bugs.





Image

A nice light brown fog effect in Legacy turns into just a dark cave in Gzdoom. I didn't notice that there was fog at all until I played the map in Legacy.





Image
After you run up those steps to grap a supercharge, a cutscene raises some stairs, and puts a voodoo doll here. I didn't try shooting it though, so I don't know if it was really a voodoo doll. You have to noclip else you're stuck there.

Another bug shortly after this point, the stairs that raise lead to a bfg which triggers a cut-scene (and also opens up another area) when picked up. In Gzdoom, this didn't trigger, and stops you from going to the next level.[/spoiler]


There might be more, but I couldn't go to any of the hub levels since the script is broken there.

Posted: Mon Apr 03, 2006 10:06
by Graf Zahl
chopkinsca wrote: -Various things spawn in the air and fall into place. Where in Legacy it seems the spawn directly on the ground. You can notice this at the alter where you find the first teleport scroll, when you pick it up, all four corners light up. In Gzdoom, it has the effect of the flames falling from above into place. Dunno if it's actually a bug though.

It's a bug in Legacy (taken directly from SMMU.) FS's spawn function originally didn't check the SPAWNCEILING flag. But my FS code was taken from an old Eternity version because that code is considerably more robust than Legacy's and this code checks this flag.

But for some inexplicable reason the flame has the SPAWNCEILING flag set so it naturally spawns below the ceiling and not on the floor.

Well, considering that the only Eternity project with FS is DSV4 and that this version doesn't work with GZDoom anyway I restored Legacy's buggy version of the spawn function.

Posted: Mon Apr 03, 2006 10:13
by Graf Zahl
The screenshots are all quite interesting. However, without coordinates they are rather useless. I haven't played this WAD yet and therefore I won't be able to find most of the locations.

Posted: Mon Apr 03, 2006 12:49
by chopkinsca
Okay, the numbers go with the order the screenshots are in, except I'm skipping the coordinates for the first screenshot. The first one isn't a bug, and is easy to find as long as you know how to walk straight ahead.

2)Map02
x: 800 y: 4000


3 & 7)Map03
X: 1100 Y: 6800
running up the stairs towards the supercharge triggers both of these screenshots.

4)Map02-
This one requires going through the first few areas of the map, following a sequence of triggers before the blue key appears in the spot that triggers the cutscene.
Still, the area is X: 2100 Y: -100


5)Map02
x: 2700 y: 1200

6)Map03
x: -5850 y: 9100



Also, something else that isn't a map/Legacy problem, but this map reminded me of it. If you are in a swimmable water sector, when trying to jump onto dry land, you can jump higher than in other engines. An example is here: x:0 y:450 , if you jump into the 'water' and try to jump back up on the land that is 16 units higher.

Posted: Mon Apr 03, 2006 13:01
by Graf Zahl
Thanks for the coordinates. The out-of-water jumping is a ZDoom effect and for obvious reasons I can't change it.

Posted: Mon Apr 03, 2006 16:37
by Graf Zahl
I think I got all the things you listed.

Posted: Mon Apr 03, 2006 18:20
by kc32
chopkinsca wrote:-The known issue is with dynamic lights slowing down anyones computer in Gzdoom. There are a lot of special effects that would be a shame to play without. They of course are just visual, but a large aspect of this level set is visuals.
Just tried that with lights.wad... Wow. 1 fps on an Athlon 64 and a Radeon X850XTPE.

Posted: Mon Apr 03, 2006 18:42
by Graf Zahl
Forget lights.wad. Not only don't most definitions fit, they are probably all too large as well. What do you expect with levels that stress the engine to its limits without lights already?

Posted: Mon Apr 03, 2006 18:50
by kc32
It ran full speed without the lights... And where are the lights in the wad itself? I don't see any dynamic lights.