HiRon Posted July 15, 2022 3 minutes ago, Delisk said: I'm getting this when trying to launch, it's not happening on a previous snapshot (276) RAMP 2022 requires the latest version of GZDoom, That's why the error is there. 1 Share this post Link to post
Velvetic Posted July 15, 2022 Great project all around! Just gotta say one thing tho, MAP11's midi is actually made by me and it's called Black Mountain, altough I'm extremely flattered to have it credited to Jimmy :D 6 Share this post Link to post
ShallowB Posted July 16, 2022 Congratulations on the release, and to everyone who made a map! I'm sad I couldn't take part this year, but I look forward to discovering all the wacky stuff you've all done! 2 Share this post Link to post
ChippiHeppu Posted July 16, 2022 So happy to be a part of this awesome project! I managed to finish 3 maps during the month of June, which is crazy to me because it usually takes me ages to finish stuff. I made MAP93 (Space Station Eta), MAP94 (Club RAMP) and MAP99 (Chippi's Silly Speedmap), check them out! They were all very fun to work on. Spoiler 6 Share this post Link to post
Razza Posted July 16, 2022 Not gonna lie, I was kinda nervous contributing to this, but the kind words from the people in Discord (and especially David in his videos) helped me push those feelings away. It was fun to experiment with the Boom format specials and actions and, if there's gonna be a RAMP 2023, maybe i'll have learned some UDMF by then :) 4 Share this post Link to post
Shockwave_S08 Posted July 16, 2022 (edited) Not sure if this bug can be fixed, but when entering a map with WADSmoosh (Doom Complete) as the IWAD (or IPK3 in this case), the ending text from Ultimate Doom's E1M8 appears before the map actually begins. Otherwise, RAMP 2022 plays normally. EDIT: Can confirm that the issue is fixed, as of Build 737. Edited August 15, 2022 by Shockwave_S08 0 Share this post Link to post
"JL" was too short Posted July 16, 2022 10 hours ago, ChippiHeppu said: So happy to be a part of this awesome project! I managed to finish 3 maps during the month of June, which is crazy to me because it usually takes me ages to finish stuff. I made MAP93 (Space Station Eta), MAP94 (Club RAMP) and MAP99 (Chippi's Silly Speedmap), check them out! They were all very fun to work on. Club Ramp was amazing! :D 2 Share this post Link to post
grendelw Posted July 17, 2022 Feel bad for putting this out there now, but it looks like the sky I'm using from OTEX isn't showing up in my map Cratered. It was showing up fine in testing in GZDoom and in DSDA, so I'm not sure what went wrong. Thank you for all your hard work! 1 Share this post Link to post
obake Posted July 17, 2022 23 hours ago, Shockwave_S08 said: Not sure if this bug can be fixed, but when entering a map with WADSmoosh (Doom Complete) as the IWAD (or IPK3 in this case), the ending text from Ultimate Doom's E1M8 appears before the map actually begins. Otherwise, RAMP 2022 plays normally. I noticed that on some twitch streams as well, though they were using Twitchy Doom. Must be something buried in RAMP's code. 0 Share this post Link to post
TheV1perK1ller Posted July 17, 2022 I definitely enjoyed taking part in contributing to this. If there is a 2023 iteration, I will be sure to take part it that as well. Excellent project by an excellent group! 2 Share this post Link to post
Xeotroid Posted July 18, 2022 (edited) This looks awesome! Insert joke about the maps breeding like rabbits. Wish I didn't find out about this too late to try and make something (something terribly amateurish), but oh well. A small issue report: MAP28: Not strictly a bug: Marking a weapon as secret is not ideal - if you find a secret weapon when you already have both it and full ammo, you don't pick it up, secret doesn't get counted, and you get annoyed. My suggestion: Just use a sector secret or, if you really want to hide it from the automap (for people who have them always shown), have a walk-over line action/player enters sector thing activating a SecretTrigger. Both ways are safe, SecretTrigger can't be activated more than once, so no duplicate secrets stemming from multiple line activations! MAP29: Player can get soft-locked by killing the Hell Knight at 368,-416 before entering the hallway he's in. This causes the bars to "lower" first and then raise instead of the intended opposite way. My suggestion: Killing the HK activates a script that lowers the bars and also disables the trap walk-over line that raises the bars. Alternatively, putting him far away from the door and setting him to ambush/deaf could work too so that the player is required to enter the hallway to interact with him, but this is less bulletproof. Edit: Also, the hub map's automap in RAMP 1 would automatically be fully shown upon entering, at least in the form of grey lines like with the computer area map. 2022's hub doesn't have that. Icons are all there, but the map itself needs to be explored like a regular Doom map. Is that intentional in order to hide secrets? Those could use Hidden line flags, I think those then don't show up even with the computer map. Edit 2: Clicking outside from the choices panel (eg. on the imp) or Alt-Tabbing from a conversation with the painting seller crashes the map with the following log: VM execution aborted: array access out of bounds. Negative current index = -1 Called from RampArtMenu.GetArtReplyNum at RAMP2022-BUILD-700.pk3:zscript/artwork.zs, line 241 Called from RampArtMenu.MenuEvent at RAMP2022-BUILD-700.pk3:zscript/artwork.zs, line 213 Called from ConversationMenu.MouseEvent at gzdoom.pk3:zscript/ui/menu/conversationmenu.zs, line 381 Called from Menu.OnUIEvent at gzdoom.pk3:zscript/engine/ui/menu/menu.zs, line 252 Called from ConversationMenu.OnUIEvent at gzdoom.pk3:zscript/ui/menu/conversationmenu.zs Quick and dirty fix is to just add this to the beginning of GetArtReplyNum() in zscript\artwork.zs. Consider using a const for the replyArtIDs array size and the upper bounds check here. if(mSelection < 0 || mSelection >= 10) { Close(); return -1; } Alt-Tabbing or clicking away now just closes the dialogue. Also, the formatting of the replies is a bit fucked when the Use standard font for dialogues option is enabled, there's way too much spacing between the choices, and they go below the screen border: It's fine when not using the standard font. Base ConversationMenu class checks for the generic_ui and dlg_vgafont variables in the Init() method, so my best advice is to use those to choose the line spacing. Though to be honest, this isn't the first instance of modded dialogue functionality/assets having issues with the standard font - Reelism 2's dialogues were unreadably tiny with them the last time I checked. Edited July 18, 2022 by Xeotroid 1 Share this post Link to post
CBM Posted July 18, 2022 (edited) 18 hours ago, Xeotroid said: This looks awesome! Insert joke about the maps breeding like rabbits. Wish I didn't find out about this too late to try and make something (something terribly amateurish), but oh well. A small issue report: MAP28: Not strictly a bug: Marking a weapon as secret is not ideal - if you find a secret weapon when you already have both it and full ammo, you don't pick it up, secret doesn't get counted, and you get annoyed. My suggestion: Just use a sector secret or, if you really want to hide it from the automap (for people who have them always shown), have a walk-over line action/player enters sector thing activating a SecretTrigger. Both ways are safe, SecretTrigger can't be activated more than once, so no duplicate secrets stemming from multiple line activations! if I can still edit the map then I will take a look EDIT fixed... I was actually using items that counted as secrets in both evil hub and random ghost so both have been modified I even added a little extra to evil hub... now that I was modding the map anyway (3D switches... just to see how people might react to seeing them in an actual level) Edited July 18, 2022 by CBM 0 Share this post Link to post
Xeotroid Posted July 19, 2022 A couple more reports: MAP34: The grate at 5072,-4080 probably should be impassable. No sequence break or soft lock happens if the player crawls through, though. MAP91: Missing texture at -2000,2736 (can be seen through with occlusion culling going wack) Non-item things at 8768,1280; 8896,1280 (tech pillars), 6080,-960; 3136,960; 3520,1984 (teleporter destinations) are marked as secret. D_ALBION can be heard for a split second at the start. Is it set in MAPINFO and then changed by ACS? MAP106, MAP119: These maps give weapons through ACS. When using a weapon replacement mod (like Smooth Doom), this causes them to be unusable. With Damyata, this is pretty simple, just put the guns down on the ground instead of activating a script from picking up the backpack. Not as fancy, but it works. With The Escape, instead of giving player Fist directly, the weapon can be spawned at their position, which is then replaced by whatever needs to be. Not pretty, plus it makes the cocking sound of a weapon pick-up, but again, it works. 1 Share this post Link to post
Codename_Delta Posted July 20, 2022 I'm honoured to have my map shown on the RAMP 2 thread image, Which one? The one just below the hub (the hub is the top-left one, so the one just below the top left one) 0 Share this post Link to post
Xeotroid Posted July 20, 2022 A few more. MAP107: -957,3314: untextured lower linedef, seen when the elevator goes down. MAP115: Line 4009 (at 6912,4096) has no trigger type, so it can't activate the monsters that would teleport in, making the entire arena completely empty and 100%ing impossible. The teleporting solutions don't seem ideal as they're all activate-once lines. If some monster manages to get to the bottom, it might be stuck there since it has very little incentive to go back up to use a different line. Down at the bottom should probably be a repeatable line. HUBMAP: There's a tiny bit of portal fuckery going on here. I have a couple suggestions for it: - Add map markers for staircases and other places where you go from one floor to another, makes it more navigable - I wanted to suggest a marker for the painting seller too, but once you remember to just follow the road, you don't really need it, so, eh - The markers could be smaller so that they're not too cluttered when not zoomed in a lot - Maybe markers for the helper console too? Also who put the bunny in the 'puter, poor guy - The map doesn't seem to be made with Software lighting emulation mode in mind (the red cave part seems way too dark, unless it's intentional); a MAPINFO entry could be added to force Standard or other mode. Same goes for a bunch of maps; a bunch of others actually do have a forced lightmode! - The helper console could use a note for how to change the difficulty. I tried clicking on the arrows first before trying out the arrow keys - And lastly, a sound effect for the jump enabled message á la RAMP '21 just so that the player definitely (or most likely) won't miss it 4 Share this post Link to post
Caleb13 Posted July 23, 2022 I'm playing this in latest GZdoom 4.8.2 and map Base Dejavu was broken - the final exit door never opened and 3 shotgunners were outside the map. Fortunately, it was possible to noclip through the door and press the exit button. 2 Share this post Link to post
Pistoolkip Posted July 23, 2022 RAMP is like a box of chocolates. You'll never know what you're gonna get. Sometimes what you get, is Archviles. Too many Archviles. 3 Share this post Link to post
DoomBerry Posted July 24, 2022 Great WAD, I've completed a handful of levels and all have been great. Minor bug report in MAP11: I managed to get stuck in the crevice to the left of the exit after the bridge, swayed past the cyber and fell down by mistake and couldn't get out. 1 Share this post Link to post
Caleb13 Posted July 24, 2022 (edited) I encountered another game-breaking bug: in MAP38, I opened the red skullkey door (leading to mastermind/baron arena), but I backed out before it closed behind me. Then I couldn't reopen it. Edit: and another one in MAP29: I got trapped by bars in blue door room, with no way to open them. Edit 2: I think two teleporters are broken in MAP79. First is small blue one which opens after you grab the red key, it has EXIT sign above it. And the other is large red one in the "core" room. Edited July 25, 2022 by Caleb13 1 Share this post Link to post
Lazlo Panaflex Posted July 27, 2022 (edited) On 7/15/2022 at 4:13 PM, Velvetic said: Great project all around! Just gotta say one thing tho, MAP11's midi is actually made by me and it's called Black Mountain, altough I'm extremely flattered to have it credited to Jimmy :D Wow really? My humblest apologies. It was included in Jimmy's midi's zip file I got from his site. I'll see if @DavidN can allow one more modification to correct that. Also, is there a place I can check out any other midi's you've made? This track was really great. EDIT: I just found it in my files. It's listed as D_Ultima from Freedoom2. 1 Share this post Link to post
Velvetic Posted July 27, 2022 Well, I don't understand how that could've happened since Jimmy's midis are all named in the zip file, so it wouldn't be "D_ULTIMA", and iirc he doesn't have any songs in Freedoom. It happens! Here's my midi pack: https://www.doomworld.com/idgames/music/velvmidipack 1 Share this post Link to post
Lazlo Panaflex Posted July 27, 2022 35 minutes ago, Velvetic said: Well, I don't understand how that could've happened since Jimmy's midis are all named in the zip file, so it wouldn't be "D_ULTIMA", and iirc he doesn't have any songs in Freedoom. It happens! Here's my midi pack: https://www.doomworld.com/idgames/music/velvmidipack I think the real villain in this story is my lackluster file cataloging... I got your midipack and can't wait to check it out. Thanks! 0 Share this post Link to post
DavidN Posted August 13, 2022 After some recovery time, I've made a few bugfixes/enhancements mentioned above and have released build 737 on the RAMP 2022 site. I will leave the individual map bugs up to the submitters, if they choose to fix them - otherwise, this should be the last version. Thanks again to everyone who contributed, and I look forward to playing more by you :) 18 Share this post Link to post
Clippy Posted August 13, 2022 1 hour ago, DavidN said: After some recovery time, I've made a few bugfixes/enhancements mentioned above and have released build 737 on the RAMP 2022 site. I will leave the individual map bugs up to the submitters, if they choose to fix them - otherwise, this should be the last version. Thanks again to everyone who contributed, and I look forward to playing more by you :) I love it - inspires ppl to map - I want to partake in more ramps! 0 Share this post Link to post
Clippy Posted September 8, 2022 Visited ramp today. Played @Chookum map 41 good times. Always love these colorful arcade style maps! 3 Share this post Link to post
sandwedge Posted September 18, 2022 This was the marquee wad of my last stream and I had a blast going through a bunch of recommended maps! The hub area is also really impressive and adds a lot to the whole experience, especially for completionists. All these maps were fantastic so I'd definitely recommend them all. Here's the full list and tags for folks who weren't in the stream, and there are chapters in the video: 12:51 RAMP 2022: In Wonderland by @Chookum 25:34 RAMP 2022: Malignant Hollow by Arcturus Deluxe (don't see a tag) 46:49 RAMP 2022: Acerbic by @Lazlo Panaflex 1:31:02 RAMP 2022: Manufactured Extinct by @Sneezy McGlassFace 1:48:38 RAMP 2022: Hunted Forest by The Royal We 2:04:39 RAMP 2022: Sin's Wrath by Razza 2:22:40 RAMP 2022: Incident at the Explosion Factory by Razza 2:41:10 RAMP 2022: Bloodshot Complex by HiRon (linked to timecode for first map) 6 Share this post Link to post
Sneezy McGlassFace Posted September 19, 2022 (edited) On 9/18/2022 at 7:23 AM, sandwedge said: This was the marquee wad of my last stream and I had a blast going through a bunch of recommended maps! The hub area is also really impressive and adds a lot to the whole experience, especially for completionists. All these maps were fantastic so I'd definitely recommend them all. Here's the full list and tags for folks who weren't in the stream, and there are chapters in the video: 12:51 RAMP 2022: In Wonderland by @Chookum 25:34 RAMP 2022: Malignant Hollow by Arcturus Deluxe (don't see a tag) 46:49 RAMP 2022: Acerbic by @Lazlo Panaflex 1:31:02 RAMP 2022: Manufactured Extinct by @Sneezy McGlassFace 1:48:38 RAMP 2022: Hunted Forest by The Royal We 2:04:39 RAMP 2022: Sin's Wrath by Razza 2:22:40 RAMP 2022: Incident at the Explosion Factory by Razza 2:41:10 RAMP 2022: Bloodshot Complex by HiRon (linked to timecode for first map) Thanks for the play, for the mention, and for the time stamp. I'll check the vid when I get home. :) edit: you totally cheesed the first fight :D fighting them through the door is totally legit, just way easier. I prefer to run around like wounded deer. Hope you enjoyed it. I also have a prototype joke map that was never submitted, didn't have time. It was to be called "the great painting heist" and you'd steal paintings in a gallery/bank. Approaching every painting would be a row of 10 secret sectors, and then you'd click on the painting, and take it. The joke being that every secret you get in a map adds $$ to the overall RAMP wallet you can buy paintings for. So you'd earn a ridiculous amount just by playing this one level to break the whole meta-game. Too bad I ran out of time. They'd probably reject it anyway :D Edited September 19, 2022 by Sneezy McGlassFace : got home 2 Share this post Link to post
Firedust Posted October 3, 2022 (edited) Is this project finished? Sorry for the stupid question - I went on the website and couldn't figure it out from the levels table, and I know thread title says 'done', but mainly wondering if the reported bugs have been fixed. 1 Share this post Link to post