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Mechadon
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Post subject: Re: SMDM...is done...so go away now plz Posted: Tue Aug 05, 2008 1:31 pm |
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Vivat Acedia
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Joined: Wed Mar 15, 2006 3:54 pm Posts: 4787
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Can you say "OMG BUMP"?
Hidon has so graciously taken up the task of updating SMDM 1.1 for bug fixes and changes. Once upon a time I had a list of things that needs fixing/chaging/removed/etc...but in the giant void that is my brain, I don't remember where I placed it nor can I remember any of it. So this is where you guys come in (I hope), please post any bug you find in SMDM and report it directly in this thread. This included bugs, any optimizations you can think of, any maps that need to be removed (I know of one right off the bat), etc.
I'll go ahead and say that I'll probably be separating all of the duel maps via the naming template "SMDUEL##" so folks who run a server with SMDM won't have to manually setup a special map rotation that will skip the duel maps.
Also, I believe Blzut has a fancy tool which can convert the wad into a .pk3 (he sent me a .pk3 version of SMDM a while back...not sure what happened to it though). I haven't talked to Blzut in a long while, but hopefully he'd still be willing to do this once v1.2 is done and ready to ship.
Anywho, please help Hidon and I with this endeavor!
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<CP8>
Catman
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Post subject: Re: SMDM...is done...so go away now plz Posted: Tue Aug 05, 2008 6:19 pm |
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Meow
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Joined: Sun Nov 26, 2006 2:24 pm Posts: 1808 Location: VA
Clan: Central Power 8
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OMG BUMP!
_________________ Help TheDoomFreak with his addiction! Go HERE today!!
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Blzut3
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Post subject: Re: SMDM...is done...so go away now plz Posted: Tue Aug 05, 2008 7:06 pm |
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Pronounced: B-l-zut
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Joined: Fri Aug 06, 2004 1:07 pm Posts: 1053
Clan: Skulltag
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Mechadon wrote: Also, I believe Blzut has a fancy tool which can convert the wad into a .pk3 (he sent me a .pk3 version of SMDM a while back...not sure what happened to it though). I haven't talked to Blzut in a long while, but hopefully he'd still be willing to do this once v1.2 is done and ready to ship. I still have the pk3 that I made and I believe it was more than just the conversion output of my program. If my memory serves me correctly, then no, I will not risk getting carpal tunnel over SMDM again.  If I'm not mistaken its the sbbtmrtr.zip that's in with the SMII files.
_________________ Doomseeker - The real answer to a cross-platform browser.
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Hidon
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Post subject: Re: SMDM v1.2: Please report your bugs and concerns here! Posted: Tue Aug 05, 2008 9:57 pm |
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Joined: Wed Aug 01, 2007 11:19 pm Posts: 848
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Yes, Any help with listing the bugs and things needed to be changed for Sabbat Martyr v1.2 would me much appreciated.
List Anything, like HOMs, other Graphical Glitches, Gameplay issues, to Lag issues(Both PC and Net lags), etc.
Get Set..... GO!
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Mechadon
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Post subject: Re: SMDM...is done...so go away now plz Posted: Tue Aug 05, 2008 10:24 pm |
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Vivat Acedia
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Joined: Wed Mar 15, 2006 3:54 pm Posts: 4787
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Blzut wrote: I still have the pk3 that I made and I believe it was more than just the conversion output of my program. If my memory serves me correctly, then no, I will not risk getting carpal tunnel over SMDM again.  If I'm not mistaken its the sbbtmrtr.zip that's in with the SMII files. Aha, heh I don't blame ya  . I'll check to see if I have that floating around my SMII folder somewhere...if so, I'll forward it to Hidon...though I know he's already made some changes, so I dunno I may just have to convert it myself later on.
_________________ Mekworx | Project Vega
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Theshooter7
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Post subject: Re: SMDM v1.2: Please report your bugs and concerns here! Posted: Tue Aug 05, 2008 10:24 pm |
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Don't talk about Fight Club.
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Joined: Thu Oct 28, 2004 5:53 pm Posts: 4661
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Erm, well, if bot gameplay is included, on the map "MarbHell" it's extremely easy to evade the bots entirely by hiding in one of the side passages, Bots will completely ignore you while you hold the hellstone.
_________________ Doom Builder 2 Compilations!
Harbringer wrote: the doom freak wrote: Sex is overrated. I need people for social entertainment as well, as opposed to a few seconds of satisfaction. Harbringer wrote: Please surrender all external genitalia immediately.
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Mechadon
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Post subject: Re: SMDM v1.2: Please report your bugs and concerns here! Posted: Tue Aug 05, 2008 10:27 pm |
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Vivat Acedia
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Joined: Wed Mar 15, 2006 3:54 pm Posts: 4787
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Theshooter7 wrote: Erm, well, if bot gameplay is included, on the map "MarbHell" it's extremely easy to evade the bots entirely by hiding in one of the side passages, Bots will completely ignore you while you hold the hellstone. If you get the time, could you include a screenshot(s) of the area in question? I dunno if Hidon wants to do map bug fixes or not, but in case he doesn't some sort of image reference would be nice so I can go back and do it myself. *edit* Oh, just remembered something. The statusbar needs a SCORE patch. I might be able to hack together one later.
_________________ Mekworx | Project Vega
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Jimmy
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Post subject: Re: SMDM v1.2: Please report your bugs and concerns here! Posted: Wed Aug 06, 2008 8:05 am |
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fsjal
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Joined: Wed Mar 29, 2006 6:20 am Posts: 3660 Location: An abandoned project
Clan: Bit Busters
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MarbHell should not be a possession. I slung the CMPGNINF entry for that map together in about 3 seconds and didn't take into account the fact that it has an insta-death pit which ruins any game of Possession.
Also, that map needs more player starts.
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Mechadon
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Post subject: Re: SMDM v1.2: Please report your bugs and concerns here! Posted: Thu Aug 07, 2008 6:00 pm |
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Vivat Acedia
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Joined: Wed Mar 15, 2006 3:54 pm Posts: 4787
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Jimmy wrote: MarbHell should not be a possession. I slung the CMPGNINF entry for that map together in about 3 seconds and didn't take into account the fact that it has an insta-death pit which ruins any game of Possession.
Also, that map needs more player starts. Alright, so then that map needs it's CMPGNINF entry changed to DM [probably] and needs more player starts. If Theshooter7 can get me a screenshot of that area in question, then I'll update it as well. Keep 'em coming guys.
_________________ Mekworx | Project Vega
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MG_Man
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Post subject: Re: SMDM v1.2: Please report your bugs and concerns here! Posted: Fri Aug 08, 2008 9:58 am |
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AND THEN JOHN WAS A ZOMBIE
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Joined: Thu Dec 28, 2006 12:51 pm Posts: 942
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If you use the 'Smooth' particle style, the custom particle graphics don't have transparency, so there's black boxes around them.
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aka ICY
.+:icytux:+.
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Post subject: Re: SMDM v1.2: Please report your bugs and concerns here! Posted: Fri Aug 08, 2008 10:54 am |
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Domo for president!
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Joined: Tue Dec 11, 2007 12:38 pm Posts: 677
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MG_Man wrote: If you use the 'Smooth' particle style, the custom particle graphics don't have transparency, so there's black boxes around them. how is it even possible to have custom particles??? (that replaces those fountain/blood/wallhit particles)
_________________ 1010010101101011000101011101001000011111100100011001110000100110101010000001101000101110110011000100 0011110100110001001101001100000110010010010011000101000111110111011110101000010100011100001101000111 1101010110100011101111011011110010100001111000110001001100111000101011001111011110100011011111001100 0100111001110101111100001100101100111101101111101010010000001011001101100100100100100111010101010011 0010000011001000011101001110000000011111010010010110100110000011000011101111100101010011000001011000 1100110110000100011110101111101001100111010101010101001000001101100101011111001011110001111111010111 1010000001001101000001100000111011111101111001010101001100111010111010001100110011001001011110001111
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MG_Man
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Post subject: Re: SMDM v1.2: Please report your bugs and concerns here! Posted: Fri Aug 08, 2008 2:59 pm |
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AND THEN JOHN WAS A ZOMBIE
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Joined: Thu Dec 28, 2006 12:51 pm Posts: 942
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Duh, replacing it's graphic.
If you're wondering, it uses GLPART, and the Circle style uses GLPART2.
Replacing the square is impossible.
They're in Textures in the Skulltag PK3.
You can even replace the Dynamic Light glow by replacing GLLIGHT.
_________________ MG_Man High Quality Skin Pack - Working on some bonuses and fixes
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aka ICY
.+:icytux:+.
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Post subject: Re: SMDM v1.2: Please report your bugs and concerns here! Posted: Fri Aug 08, 2008 3:02 pm |
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Domo for president!
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Joined: Tue Dec 11, 2007 12:38 pm Posts: 677
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intresting. didn't know this before. nice to know 
_________________ 1010010101101011000101011101001000011111100100011001110000100110101010000001101000101110110011000100 0011110100110001001101001100000110010010010011000101000111110111011110101000010100011100001101000111 1101010110100011101111011011110010100001111000110001001100111000101011001111011110100011011111001100 0100111001110101111100001100101100111101101111101010010000001011001101100100100100100111010101010011 0010000011001000011101001110000000011111010010010110100110000011000011101111100101010011000001011000 1100110110000100011110101111101001100111010101010101001000001101100101011111001011110001111111010111 1010000001001101000001100000111011111101111001010101001100111010111010001100110011001001011110001111
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Mechadon
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Post subject: Re: SMDM v1.2: Please report your bugs and concerns here! Posted: Fri Aug 08, 2008 4:53 pm |
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Vivat Acedia
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Joined: Wed Mar 15, 2006 3:54 pm Posts: 4787
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MG_Man wrote: If you use the 'Smooth' particle style, the custom particle graphics don't have transparency, so there's black boxes around them. Oh yea, I forgot about that. No worries, I'll use the new custom particle graphic in IGPack to replace it.
_________________ Mekworx | Project Vega
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Hidon
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Post subject: Re: SMDM v1.2: Please report your bugs and concerns here! Posted: Sat Aug 09, 2008 11:38 am |
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Joined: Wed Aug 01, 2007 11:19 pm Posts: 848
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The custom particle has been long fixed on my end. I've added PNG Transparency to them.
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Mechadon
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Post subject: Re: SMDM v1.2: Please report your bugs and concerns here! Posted: Mon Aug 11, 2008 1:13 pm |
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Vivat Acedia
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Joined: Wed Mar 15, 2006 3:54 pm Posts: 4787
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Hidon wrote: The custom particle has been long fixed on my end. I've added PNG Transparency to them. Ah ok good! Hidon, if you can, try to make a list of the things you've already changed. Hopefully you logged everything in the official changelog, yes?
_________________ Mekworx | Project Vega
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Hidon
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Post subject: Re: SMDM v1.2: Please report your bugs and concerns here! Posted: Mon Aug 11, 2008 2:34 pm |
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Joined: Wed Aug 01, 2007 11:19 pm Posts: 848
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Mechadon wrote: Ah ok good! Hidon, if you can, try to make a list of the things you've already changed. Hopefully you logged everything in the official changelog, yes? I made my own changelog, here is what I got so far. More to come on my "To-Do" list. Code: ---= Legend =--- ~ Changed/Fixed + Added - Removed
Changelog --------- [StrikerMan780] ~ Fixed black boxes around GL Particles. + Added Brightness to the Karasawa Projectile Explosions ~ Fixed Grenades to use gold sprites again ~ Fixed CMPGNINF Entry for MarbHell, changed to Deathmatch + Added Player Starts to SMDM13 "MarbHell" ~ Fixed Deathmatch thing Tags on SMDM13 "MarbHell" ~ Made Rain Client-Based to Reduce Net Lag ~ Made Projectile Trails Client-Based to reduce net lag ~ Reduced lag ever so slightly on SMDM38 "Belphegor's FFA", by removing unnecessary Line horizons(You couldn't see them anyway) And Replaced them with 0-Height sky sectors, Producing an identical result without the lag. Also, Removed back-facing vertexes on The rocks surrounding the map, since you could never get behind them anyway. Joined a couple identical Sectors, and removed some excess Vertexes that were in a straight line and didn't contribute to detailing.
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Mechadon
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Post subject: Re: SMDM v1.2: Please report your bugs and concerns here! Posted: Mon Aug 25, 2008 1:33 am |
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Vivat Acedia
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Joined: Wed Mar 15, 2006 3:54 pm Posts: 4787
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Anything else, guys? I realize hardly anyone plays SMDM anymore these days, but I still would greatly appreciate any feedback and bug reports you guys can remember or find.
Hidon, could you possibly post your to-do list when you get a spare moment? It may jostle some of the to-dos I need to take care of that I've forgotten about.
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Mechadon
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Post subject: Re: SMDM v1.2: Please report your bugs and concerns here! Posted: Mon Dec 29, 2008 4:18 pm |
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Vivat Acedia
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Joined: Wed Mar 15, 2006 3:54 pm Posts: 4787
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Slight update - I PM'd Hidon a few weeks ago asking for the work he had done, but all I got back was bad news  . As some of you may already know, he lost years worth of work due to a hard drive failure. So...all of the work that was done for version v1.2 is gone. In light of this though, I am still planning on releasing v1.2. Since there doesn't seem to be a whole lot that needs to be done, I will be working on this after IGPack v1.1 is done and released. Here's the To-Do list I compiled: - Remove some of the more annoying maps. - Seperate out the Duel maps and DM maps; Name will be SMDM## & SMDUEL##. - Fixed the smoother GL particles. - Fix the status bar so that it has a SCORE patch. - Clientside anything that needs is. - Redo everything that's on Hidon's changelog. - Anything else you guys can think of. So, again, I will need the support of the community to help me spot any bugs that need fixing. As long as I'm able to fix the problem myself, I should be able to get a v1.2 out within a few days.
_________________ Mekworx | Project Vega
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Mechadon
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Post subject: Re: SMDM v1.2: Please report your bugs and concerns here! Posted: Fri Oct 30, 2009 10:57 pm |
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Vivat Acedia
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Joined: Wed Mar 15, 2006 3:54 pm Posts: 4787
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HEY LOOK DIS IZ UH BUMP abdulmuhsee sent me a PM asking for a link to SMDM. It was then that I realized the link at /idgames was never updated to v1.1. So since abdulmuhsee needed a download link and I wasn't sure if any existed, I put up an official link in /mekastuff. You can grab it below. SMDM v1.1readmeAt some point I'll update the /idgames link with the latest version. But until then, use the above. Also, I would really love to update SMDM to v1.2 one day. When I say "one day"...I mean I don't know when I'll actually got around to doing it  . But in order to do that however, I'll need someone to list off bugs and things that need to be fixed/changed. As you can see, we tried to get the ball rolling a while back, but Hidon's HDD catastrophe pretty much halted our efforts. So please, if anyone notices something that isn't in the current "to-do" list that needs to be there, please let me know. Thanks 
_________________ Mekworx | Project Vega
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