Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Doomkid

JAMAL JONES TRILOGY - Version 1.1 RELEASED! May 12, 2023 - [Doomkid's Mapping Contest]

Recommended Posts

Congratulations to everyone involved! I have been eagerly anticipating this project in "final form" and may actually take a day off of work this week to play through it lol. Seriously cool stuff :)

Share this post


Link to post

Aaaaand immediately we have a bug.

Launching E3_EXEC.wad in GZDoom g4.8.2:

 

Execution could not continue.

 

Script error, "E3_EXEC.wad:MAPINFO" line 244:
THIS: Unknown top level keyword

Share this post


Link to post

It was a pleasure to learn the ropes of vanilla compatible mapping with this project, very much looking forward to trying the complete set of maps!

Share this post


Link to post
6 minutes ago, Vladguy said:

Aaaaand immediately we have a bug.

Launching E3_EXEC.wad in GZDoom g4.8.2:

 

Execution could not continue.

 

Script error, "E3_EXEC.wad:MAPINFO" line 244:
THIS: Unknown top level keyword

Wonder if it's a GZDoom specific thing? WADs load fine but don't display complete map names in DSDA, Woof/Nugget, International Doom and PRboom+ from what I can tell

Share this post


Link to post
9 minutes ago, Vladguy said:

Aaaaand immediately we have a bug.

Launching E3_EXEC.wad in GZDoom g4.8.2:

 

Execution could not continue.

 

Script error, "E3_EXEC.wad:MAPINFO" line 244:
THIS: Unknown top level keyword

 

D'OH. Fixed, as well as a non-fatal MAPINFO issue on E2 (and adding an omitted credit to the text file as well).

 

Link is the same as before, version number updated to 0.9991!

Share this post


Link to post
2 minutes ago, Doomkid said:

 

D'OH. Fixed, as well as a non-fatal MAPINFO issue on E2 (and adding an omitted credit to the text file as well).

 

Link is the same as before, version number updated to 0.9991!

I completely forgot that Mapinfo is a Zdoom thing and couldn't figure out why the names weren't showing in Woof lol. It's too early in the morning for me :S

Share this post


Link to post
9 minutes ago, nickxcom said:

I completely forgot that Mapinfo is a Zdoom thing and couldn't figure out why the names weren't showing in Woof lol. It's too early in the morning for me :S

Wait, a minute, I thought MAPINFO classic is the more-or-less agreed upon default everyone supports..

Share this post


Link to post

Well... I was about to launch Skyrim, I guess it will wait a bit :)

Share this post


Link to post

Awesome to see this released! Congrats to all the mappers and of course Doomkid. Can't wait to play this. 

Share this post


Link to post
54 minutes ago, Sneezy McGlassFace said:

Wait, a minute, I thought MAPINFO classic is the more-or-less agreed upon default everyone supports..

I think only ZDoom, Vavoom, Eternity, Doomsday and Risen3D support the old MAPINFO format (which is really an extension of Hexen's). The more universal one is UMAPINFO, which most newer versions of Boom-compatible ports support (including ZDoom and I think Eternity now). I don't know if @Doomkid has plans to make one, but if not it's not too hard to convert from one format to the other and with Doomkid's permission I could make one for each episode.

Share this post


Link to post
8 hours ago, brick said:

I think only ZDoom, Vavoom, Eternity, Doomsday and Risen3D support the old MAPINFO format (which is really an extension of Hexen's).

GZDoom, Odamex, ZDaemon and Zandronum also support the old format with no worries!

 

By all means though, if you convert the existing lumps to UMAPINFO, I'd be very appreciative and would be happy to include them in the next revision. Doing the original lumps up was already a pain in the ass, let alone the little variants that have started springing up the last decade like UMAPINFO, EMAPINFO, ZMAPINFO, LOLMAPINFO, OMGWTFBBQMAPINFO and so on (rofl). As you see above, even after a bunch of reviewing I still managed to let a fuckup slide that was caught by Vladguy - lol!

 

Having to revise so many different versions of the same lump would have driven me insane during development, but now that things are essentially wrapped up it should be easy to implement all the various MAPINFO strains.

Share this post


Link to post

Awesome! It so great to see this released, going to set aside some time for a full playthrough :)

Share this post


Link to post

Adding all the finishing touches and compiling a project this size is a true achievement! Mapping is usually the fun part (it certainly was for me here), but all the organizational and communication work is what pulls a project together so that people actually get to enjoy it. Can't wait to see some videos and demos, this will be a real treat for all the old-school aficionados.

Share this post


Link to post
11 minutes ago, Doomkid said:

OMGWTFBBQMAPINFO

Man, I'm so excited because next year we're getting the beta of HALFPOUNDERMAPINFOWITHFRIES! Real gamechanger, let me tell you. Everybody's gonna use that. The truly universal format. I even contacted John Carmack and he was so hyped he went back to '93 and let us include it in the exe. Real champ

Share this post


Link to post

I personally have all my chips on OFDNSMAPINFO (Original Format, Do Not Steal) being the one to finally unite all ports and clean up this whole mess!

Share this post


Link to post
1 hour ago, Doomkid said:

By all means though, if you convert the existing lumps to UMAPINFO, I'd be very appreciative and would be happy to include them in the next revision. Doing the original lumps up was already a pain in the ass, let alone the little variants that have started springing up the last decade like UMAPINFO, EMAPINFO, ZMAPINFO, LOLMAPINFO, OMGWTFBBQMAPINFO and so on (rofl). As you see above, even after a bunch of reviewing I still managed to let a fuckup slide that was caught by VladGuy - lol!

Well this turned out to be in some ways even easier than I thought, but I kept stumbling on stupid little things like forgetting " at the end of a string. I tested all 3 lumps but I didn't go through every single map change. I think I caught most of the bugs (certainly all the ones that break ports) but if I also let some slide I apologize in advance! If anyone catches anything I'll fix it ASAP.

 

UMAPINFO works a bit different from the others. You only need to define properties that you are changing from default behaviour. Since this is a vanilla-compatible wad, there's no need to redefine things like music and par times, since they can't be changed in vanilla anyway. Still, I kept them as is just in case, just wanted you to be aware that the lumps could be trimmed if this is desirable. I don't think keeping the extraneous definitions changes anything (it didn't seem to in my testing).

 

I ran into problems in GZDoom with the story text music. If I define it explicitly with intermusic, then D_READ_M gets used for both the intermission tally and the story. If I don't define it, then D_DM2INT gets used for both. I just couldn't find a way to get GZDoom to keep them separate. I ended up not defining intermusic, which seems to work the way it's supposed to in DSDA-Doom. I think this is better, since GZDoom shouldn't use UMAPINFO anyway since you've included a regular MAPINFO, so everything should work fine in both ports this way. Just to be safe I threw in ZMAPINFOs too, because why not. I don't think they will do much more than your MAPINFO as they are, but they do allow more properties, in case you decide to take advantage of that you'll have the base.

 

I started work on OMGWTFROFLLMApinfO and I should have it ready by the wad's anniversary.

JJINFO.zip

Share this post


Link to post

The Flamecaco's recolor really brings out the the secondary eyes so

depending on your focus on the above pic, the flamecaco has one, two

or maybe all three eyes!

Share this post


Link to post
2 hours ago, Doomkid said:

UMAPINFO, EMAPINFO, ZMAPINFO, LOLMAPINFO, OMGWTFBBQMAPINFO

The last two are jokes, but you did forget about DMAPINFO (used by the official, so-called "Unity" port) and RMAPINFO (used by Doom Retro). ;)

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×