From 43919ead4057082acb5d742b0cbc07d403b7ef01 Mon Sep 17 00:00:00 2001 From: Erick Tenorio Date: Tue, 26 Jun 2018 15:16:29 -0500 Subject: [PATCH] Various map fixes Map fixes for the following maps: MAP33: Betray (Doom II: BFG Edition) Icarus: https://www.doomworld.com/idgames/themes/TeamTNT/icarus/icarus Flashback to Hell: https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/fth666 Hell to Pay (HTP-RAW.WAD) --- wadsrc/static/compatibility.txt | 1 + wadsrc/static/zscript/level_compatibility.txt | 62 +++++++++++++++++++ 2 files changed, 63 insertions(+) diff --git a/wadsrc/static/compatibility.txt b/wadsrc/static/compatibility.txt index f5ea9710d2..621f2f9ada 100644 --- a/wadsrc/static/compatibility.txt +++ b/wadsrc/static/compatibility.txt @@ -59,6 +59,7 @@ F84AB4557464A383E93F37CD3A82AC48 // MM2 map03 71C2E6D9CFA3D8750C6A9599FB2453BD // Hacx map03: There are some switches behind 96368EB950E33AF62EA6423434E3CEF7 // HacX map17: shootable covers in these levels BA530202AF0BA0C6CBAE6A0C7076FB72 // Requiem map04 +E2819F69CB79BA66E0ACBCD7DE652F9D // Hell to Pay MAP32: Exit switch pressable through lasers { useblocking } diff --git a/wadsrc/static/zscript/level_compatibility.txt b/wadsrc/static/zscript/level_compatibility.txt index ddd308a752..76060956d6 100644 --- a/wadsrc/static/zscript/level_compatibility.txt +++ b/wadsrc/static/zscript/level_compatibility.txt @@ -401,6 +401,26 @@ class LevelCompatibility play } break; } + + case '915409A89746D6BFD92C7956BE6A0A2D': // Doom II: BFG Edition MAP33 + { + // Missing textures on sector with a Super Shotgun at map start. + TextureID rock2 = TexMan.CheckForTexture("ROCK2", TexMan.Type_Wall); + for(int i=0; i<4; i++) + { + SetWallTextureID(567+i, Line.front, Side.bottom, ROCK2); + SetWallTextureID(567+i, Line.back, Side.top, ROCK2); + } + // Tags the linedefs on the teleporter at the end of the level so that + // it's possible to leave the room near the yellow keycard door. + for(int i=0; i<2; i++) + { + SetLineSpecial(400+i, Teleport, 0, 36); + SetLineSpecial(559+i, Teleport, 0, 36); + } + break; + } + case 'ABC4EB5A1535ECCD0061AD14F3547908': // Plutonia Experiment, map26 { SetSectorSpecial(156, 0); @@ -702,6 +722,48 @@ class LevelCompatibility play GetDefaultActor('WolfensteinSS').bActivateMCross = true; break; } + + case 'D67CECE3F60083383DF992B8C824E4AC': // Icarus: Alien Vanuguard MAP13 + { + // Moves sector special to platform with Berserk powerup. The + // map's only secret can now be scored. + SetSectorSpecial(119, 0); + SetSectorSpecial(122, 1024); + break; + } + + case '61373587339A768854E2912CC99A4781': // Icarus: Alien Vanuguard MAP15 + { + // Can press use on the lift to reveal the secret Shotgun, + // making 100% secrets possible. + SetLineSpecial(222, Plat_DownWaitUpStayLip, 11, 64, 105, 0); + SetLineActivation(222, SPAC_Use); + SetLineFlags(222, Line.ML_REPEAT_SPECIAL); + break; + } + + case '9F66B0797925A09D4DC0725540F8EEF7': // Icarus: Alien Vanuguard MAP16 + { + // Can press use on the walls at the secret Rocket Launcher in + // case of getting stuck. + for(int i=0; i<7; i++) + { + SetLineSpecial(703+i, Plat_DownWaitUpStayLip, 14, 64, 105, 0); + SetLineActivation(703+i, SPAC_Use); + SetLineFlags(703+i, Line.ML_REPEAT_SPECIAL); + } + break; + } + + case '09645D198010BF634EF0DE3EFCB0052C': // Flashback to Hell MAP12 + { + // Can press use behind bookshelf in case of getting stuck. + SetLineSpecial(4884, Plat_DownWaitUpStayLip, 15, 32, 105, 0); + SetLineActivation(4884, SPAC_Use); + SetLineActivation(4884, SPAC_UseBack); + SetLineFlags(4884, Line.ML_REPEAT_SPECIAL); + break; + } } }