Realm667/WolfenDoom

Various issues C3 dev build August, October '23

Opened this issue · 5 comments

C3 ...

M1_a

  • 1. Sign at line 24128 is WAY too far away from the wall at the ceiling.
  • 2. Tex on line 4945, 4780, 7259 etc. could use a small Y offset fix.
  • ❌ 3. Crematorium cinders are seen outside the building. UPDATE - Applied @Talon1024 's fix and now cannot see any cinders at the crematorium. Intentional ?
  • ❌ 4. The crematorium outside can be seen 3 chimneys, but only 2 crematorium ovens, and these at 90 degrees from the 3. chimneys.
  • ❌ 5. Skywall issues when walking around the outside of the crematorium and looking up at the roof. Too much work.
  • 6. Linedef 15303 could use a Y offset fix.
  • 7. Sidedef 47315 needs BANR_R12.
  • 8. Lines 22549 and 23053 could be flagged " projectile shoot-through middle texture" and "walkable middle texture" for a little more "realism".
  • 9. Underwater mines T2319 and T2318 are badly positioned.

M1_b

  • 1. DOOR_S52 could use a mirror graphic, for line 10728 for example. OR just negatively scale sidedef 19097 and 10332 ( I think ) .
  • 2. Textures on lines 12606/13036, 12653/4811, 8302/8612, 5910/8540, 4927/7008/12513 wrong way around.
  • 3. For more realism, where sectors 2505 and 1387 join sector 2347, could have used 3D floors.
  • 4. After completing the mission and returning to HQ I again got the messages from the NPC's that I got when starting the mission.
  • 5. Signs on lines 7638 and 7630 should both show sign_d08 or sign d_05, not both. Looking at the "exit" area of map c3m1_a, both lines should have sign_d05 zentrale.
  • 6. VENT and hanging utensils in the kitchen - lines 9124 and 8905 textures could use a negative offset on one of the sidedefs.
  • 7. Lines 6723, 9530 could have been flagged "walkable middle texture' and "shoot through middle texture" for a bit more "realism".
  • 8. One of the sidedefs of lines 5661, 12663, 9374, 11239, 9379 and 8987 needed the texture CABL_B06 ( OR negatively scaled instead ) .

M2

  • 1. This map has many instances where the tex's CABN_T4 and CABN_T6 are the wrong way around.
  • ❌ 2. Pic showing some wierdness . See below. I seem to have lost the pic ... :(
  • 3. Rain spawners, T2923, T2922 should not be at sectors 1207 and 1208. Not supposed to rain here !
  • 4. Go to line 4629 and look up at the overhead cables - need an offset fix.
  • 5. One sidedef of lines 19166, 4289, 4349 and 4230 need the texture CABL_B06.
  • 6. Suggest increasing the ceiling height of sector 1166 to -240, as the overhead lights are low, and the height will match sector 1189.
  • 7. Radio sound T2905 can be heard but no radio at the spot. Suggest removing it OR place it next to linedef 4571 where a speaker texture is.
  • 8. Suggest give 3d sector the floor/ceiling BLACK and give sidedefs 38034, 38029 ( I think) a negative scale.
  • 9 Player destroys comms at line 1831, but still hear radio - T2291.

M3_a

  • 1. Why does the floor of sector 3487 have a height of 9 whereas adjoining sector is set to 8 ? can now be ignored. Seems to have been addressed by someone.
  • 2. Tex on lines 12146/12144 wrong way around. OR give line 12145 a negative scale.
  • 3. Barn - where sector 1882 is - has texture clash on the ceiling beams - 3d sector height issue ?
  • 4. Could not see fire at sector 2222 and no chimney flue.
  • 5. Breakable VENT textures could use a negative scale on one of the sidedefs.

M3_b

  • 1. Ceilings of sectors 2012 and 755 need an offset fix of -75, 15. And brightness change to 144..
  • 2. One sidedef of line 6596 needs a negative scale.
  • 3. Offsets of ceilings 1641, 1642 etc. should match sector 1640.
  • 4. Ceilings of sectors 1668 and 1665 need to match sector 1673.
  • 5. Lines 402 and 383 have the wrong tex. Should be CABN_T07.
  • 6. Sidedef 13256 needs the same scale as sidedef 13255. same for sidedef 16055.
  • 7. Breakable VENT textures could use a negative scale on one of the sidedefs.
  • 8. Note that sector 1880 has a different ceiling texture to sector 2266, yet having the same ceiling height and adjoin each other.
  • 9. Compare offsets between the ceilings of sector 1735 to sectors within.
  • 10. There is a red glow at sector 1095 - T769, but 3D wall light is OFF - T1004. Also T870 and T770 and T711. Yet the combo T835 and T2440 is perfect. Left for now.
  • 11. Lines 2198, 2246 and 2226 etc. should have the flag "shoot through middle texture". This one is iffy. I left as-is due to the shootable ammo boxes at sector 745. I might investigate this later.
  • 12. Ceiling of sector 235 needs the offset Y 0.
  • 13. Linedef 2310 needs an x offset of 4. Linedef 2315 needs an x offset of 0.
  • 14. The floor and ceiling of sector 445 need an x offset of 16.
  • 15. Nasty sky portal glitch when walking backwards from the twin open doors. See screenshots. UPDATE - To fix, use the similar method to fix the issue that was at sector 705.
    a) Give sectors 536 and 456 F_Sky1 for floor/ceiling
    b) Delete the red texture on the sides of those sectors.
    c) Give sector 456 Thing Type 9081 - skybox picker - facing west, tag 24.

M4

  • 1. T4337 is supposed to be a destroyable radio - Type 31709 - but I could not destroy it.
  • ❌ 2. Something odd with the floors of sectors 650 and 648. Not touched. Possibly an intermittent issue.
  • 3. Was the ceiling of sectors 612, 614, 611 and 617 supposed to be CNCR_G29 ? Made this area the same as sectors 583 and 578 etc. I suspect an author oversight.
  • 4. Note what happens to the top part of the switch texture SW_ON_04 on line 3792 after use. It gets "destroyed". Not wanted in this instance. Fixed with new 3d sector 3727.
  • 5. Error with the arch at sector 1099. Moved sector 1099 a bit south.
  • 6. Some texture clash where the train carriages meet.
  • 7. Wrong ceiling flat for sectors 3171 and 3172. Should be CLAB_G07.
  • 8. Ceiling of sector 3167 and within need an angle of 90 degrees.
  • 9. Ceiling of sector 3617 needs the offset 4, -8.
  • ❌ 10. Ceiling texture for sector 540 looked out of place to me, especially having the same ceiling height as adjoining sector 540. An idea, see pic ... I left as-is.
  • 11. Sidedef 6941 needs an x offset of -58 and sidedef 7028 an x offset -13 ( not perfect but better )
  • 12. Also check sidedefs 7414 and 7415.
  • 13. Breakabe VENT needs a negative offset on one of the sidedefs.
  • 14. Check vertex 3731 for midg_b09 offset error.
  • 15. Wrong tex for line 6195. Should be CABN_T04.
  • 16. T3920 - young scientist - started life an Afrika Korp Grenadier. See screenshot . Warping to the level via the console and the scientist appears. Further investigation required ...
    wrong nazi

M0_b

  • 1. Bad positioning of trolley T702.
  • 2. Train signals seem out of place in this level. Or if at one time a railway was at the bridge, the signals need to be rotated 90 degrees.
  • 3. Ceiling of sector 1324 needs the offset 32, 0 ; sector 1329 ceiling 56, 0 ; sector 1396 -16 , 0, 180 degrees ; sector ceiling 1395 -16, 0, 180 degrees.
  • 4. I noticed a jerry spawn at vertex 3559. Might be worth moving it a bit north.
  • 5. Floor of sectors 1518, 1519, 1175 need an offset fix.
  • 6. Sector 1173 should have had a brightness of 128.
  • 7. Floor of sector 1384 needs the offsets 21.5, 6.5.
  • 8. Sign at line 6261 could be placed closer to the wall.
  • 9. T2236 could be placed closer to the wall - if possible. Can see behind it. Same for T2778. Maybe others.
  • 10. Breakable VENT textures could use a negative scale on one of the sidedefs.
  • ❌ 11. Note ceiling of sectors 1360 and 396. Their angles are different and IMO don't look good. Left as-is.
  • 12. Ceiling of sector 1039 must have the height of 424 to match similar ( missing tex's on lines 3665 and 3867 ).
  • 13. Lines around sectors 1245 and 1246 need to be impassable.
  • 14. Sidedefs 1324, 1299, 1302 and 1321 need an X offset of 89. Sort of fixed. The tex midg_m08 didn't quite align. Maybe a scaling issue ?

M5_a

  • 1. At the start, the sergeant tells you to get into the tank. The tank is german. So the sergeant could say...
    "Get into this captured german tank", or similar.
  • 2. Still have the "jumping debris" at sector 747 ( T3374, Type 19096). Something wrong with the sprite/model ? Only two types in the level affected. Might be best just to remove them. Similar at sector 8219, but with T3422, Type 19094. Supposed to be same angle as T3421, but looks different. And at sector 7125. UPDATE : Has to do with killing the bosses in this area - Goering and Mengele. When the gate(s) open, it is then that the debris jumps/jitters. But why ... UPDATE - fixed by Talon1024 in commit 88d0c0e
  • 3. Line 32018 should be dragged to sector 7093, next to line 31349. Could do similar with the tex on line 31952.
  • ❌ 4. Noticed that control sector 8234 has a floor height of 303 whereas sector 6926 has a ceiling height of 304. Noticed at line 31880. Map has changed since. Need to compare with boa 3.1. Ignore this. Seems OK.
  • 5. At sector 7016, face east then turn right to see the wall lights ( Type 22143 ) They are WAY to far from the wall. OK other side. And others.
  • 6. T1994 could be moved 1 mp east.
  • 7. While an "illusion", sector 6916 could still have a chimney.
  • 8. All ? Thing Types 20060 could be moved closer to the wall.
  • 9. Some sectors within sector 3235 could use a ceiling angle fix of 0 degrees.
  • ❌ 10. Sectors 1776, 1888, 1815, 1884 etc. would look better with brightness 128. All toilets. Left as-is.
  • 11. The ceilings of the stationary train - METL_B13 have correct offset, but the moving train does not.
  • 12. To save an offset fix, the floor of sector 1759 could have been METL_B26. ( both trains ).
  • 13. Gaps in upper floor sectors 6727, 2582, 6747. Sectors need tag # 6 to fix.
  • 14. After exiting the crashed train, look back and up to see errors.
  • ❌ 15. MIDG_C21 at sidedefs 6762, 6855 and 3651 would look better/more realisitic if had a Y offset of 0, 8, 0 respectively. Left as-is.
  • 16. Lines 747, 8565 should have the flag "shoot through middle texture".
  • 17. One of the sidedefs of line 4635 should have had a negative scale on one of the sidedefs.
  • ❌ 18. MIDG_GAT0 could be split into two lines, wiith one of the lines being flagged "impassible" for a little "realism". Left as-is.
  • 19. These urinals - lines 6317, 5970 6167 and 5956 are too high ( unless for the 7ft giants ). Nearby urinals look ok.
  • [x ] 20. Texture on line 9996 needs a Y offset of 64.
  • 21. Texture on lines 11835, 3748, 3403 3739, 3735 would look better if dragged about 18mp south. Left as-is.
  • 22. RENDER BUG - At each end of the stationary train, look up at the tunnel entrance.
  • 23. The actual "rail" part of texture TRAK_M01 should actually render on the track - sectors 6482 and 6483. So also Y offset fixes are required for sectors 6485, 6689 and 6718 to hide the black/dark part of the texture.
  • 24. Window lines 24372, 24649 etc. etc. need the flag "block monster line of sight".
  • 25. Where DECO_SPE is rendered on windows, the X offset of 4 is needed. Left as-is for now.
  • 26. Lines 19289 and 18194 need the flag upper unpegged.
  • 27. Why not have it so that the player ( and Asher ), when at sector 3474, be able to shoot the nazis at sector 4763 _ T3081 for example.
  • 28. Texture on line 18844 and 20724 needed the flag "shoot through middle texture".
  • 29. Texture at each end of the tunnel - line 19871 for example, would look better with the texture BLACK.
  • 30. Is there supposed to be a sign for the sides of sectors 4177, 4510, 3923 etc. ?
  • 31. Ascher gives the message "... get on that subway... ". BJ and Asher are already at the subway. Message should either read "... get on that subway train... " OR just " ... get on that train... ".
  • ❌ 32. Ceiling of sector 2889 needs to be set at 90 degrees. I have the wrong sector number here.
  • 33. Sidedef 4515 needs the mid tex BANR_RK2 and a negative scale.
  • 34. T2170 - manhole cover - needs to be raised - OR - dragged away from the manhole opening.
  • 35. Hitlers Desk at sector 7311 can disappear/reappear when crossing sectors 6862 or 6867.

M5_b

  • 1. Offset of ceiling sector 16 needs an offset fix. Fix is 928, 201.
  • 2. Notice that the ceiling of sector 2796 has a different Y offset to sector 2798.
    if fix, will need to redo point 1 with new Y offset.
  • 3. While barely noticable, line 2771 should have the tex CABN_T04.
  • 4. Can walk through girder T145.
  • 5. Change in ceiling flat from sector 596 to 604 looked odd to me imo.
  • ❌ 6. Meal at T1077 hovers over the table. Map has since changed. No meal present.
  • 7. Still issue with luggage at conveyor. They bank up and get stuck.
  • 8. IMO I think it would be better to have a line between vertices 3001 and 11204 to create an new sector. Give new sector the floor tex MARB_B22, ceiling METL_B16. Could also have new sector 1x64. Just reworked differently.
  • 9. T1823 is causing the floor of sector 2802 to render BLACK. And inside texture disappears.
  • 10. Tex on line 4183 could have a negative scale on one of the sidedefs.
  • 11. Minor - The stukas near sector 1343 could have their tail wheels on the floor.
  • 12. Ceilings of sectors 1338, 1352, 1306 etc. should have had a ceiling brighness of 144.
  • 13. Another sky portal glitch. I manged to fix this by a) Using Type Visual,Simple teleporter, plane align floors for lines 12370 and 12352. b) F_SKY1 for floor/ceiling of sectors 2957,2961 and c) deleting tex's from lines 12363, 12368, 12367, 12349,12350 and 12351. :)

M5_c

  • 1. All the daughter sectors of sector 2323 have the wrong flat. Should be CEIL5_1 and an offset fix. Same for sectors 1812 and 1799.
  • 2. Cannot see the sabotaged radio - T2145 ( Type 31707 ) at sector 2548. Same for radio at sector 2664. I had to raise the floors of sectors 2617 and 2689 to 136.
  • 3. Should not the ceiling of sector 1662 have a brightness of 112 ?
  • 4. Tex on line 8792 needs an x offset of 32.
  • 5. Still a small glitch in the floor of sectors 1393 and 1613 when open. Needs the linetype Action 209 - Transfer heights with option 1. Similar for the lowering gate at the start.
  • 6. Minor - but the tex on one of the sidedefs of line 3654 could have had a negative scale.
  • 7. T2059, 2058, 2061 and 2060 could use a reposition.
  • 8. Breakable VENT textures could use a negative scale on one of the lines sidedefs.
  • 9. Lines 9201 and 9153 could have the flags " walkable middle texture" and "shoot through middle texture" for more "realism".
  • ❌ 10. Suggestion - instead of lowering sectors 1614, 1613, 1378 and 1393, why not raise them to the heights of lines 9201 and 9153 ? Left as-is.
  • 11. Instances where the texture CABL_B05 are could use a negative scale OR use CABL_B06 on one of the lines sidedefs.

M6_a

  • 1. There is a slight texture clash where the train carriages meet. Possible model overlap ?
  • 2. "Window" line 11702 should probably have the flag "block monster line of sight". Will this stop Ascher shooting it ?
  • 3. The trolley - T2980, is partly off the floor.
  • 4. When the gate at sector 516 is still closed, rockets from BJ and the tank can still pass through. And if destroying the tank with the gate closed, the gate partly opens, but was prevented from entering sector 3500. Can the gate open the other way to help this ? Or the tank not get too close to the gate ? Pic taken. Made gates now open west.
  • 5. This level has ceiling fan destroyed - Type 19188 - so why are they still spinning ? Fans now flagged "dormant".
  • 6. The xyklon mask has no effect in the room with the nazi Looper - Type 12110. And if I stand on any sprite/model, player is safe even without the xyklon mask. Changed damage sector type to UndeadPoisonAmbience.
  • ❌ 7. "Water" is/was way above the water cooler at sector 2817. And 3 of the sides of that sector need x fixing. Must have been intermittent. Is OK ATM.
  • 8. Line 10556 needs the flags "repeatable action" and "when monster bumps".
  • 9. Line 9050 could have had the flag "walkable middle texture".
  • 10. All breakable VENT textures could have had a negative scale on one of the sidedefs.
  • 11. IMO I think a minesweeper would have been a nice pickup to help with one of the secrets.
  • 12. T's 143, 142 and 141 should have been placed in the middle of their sectors. ( look at those red lights with the scope ... ).
  • 13. Tex on line 7447 should be CABN_T06.

M6_b

  • 1. Wrong tex for the ceiling of sectors 4165 and 4215. Should be STON_G30.
  • 2. Wrong tex for the ceiling of sectors 1483, 3714, 1006, 3716, 3713. Should be WOOD_B22.
  • 3. Angle, and maybe scale, is wrong for the ceiling of sector 8809.
  • 4. T1351 and T1050 cannot be turned off. ( Type 15213 ). Are some meant not to be doused ? These had tags and Ting types 9802 attached. I removed those. Candelabras still there and can be doused/lit.
  • 5. Check the "displays". Could have a rework for the offsets for the overhead lights, and one does not have an overhead light.
  • 6. Should not the chandelier - T1957 ( Type 19602 ) have flames ?
  • 7. Seemed odd having the ceiling of sector 9079 ( and within ) have a brightness of 136 imo.
  • 8. Another case of being trapped behind an open door - at vertex 7433. Probably needs to be looked at in all maps.
  • 9. One of the sidedefs of lines 7863, 9104, 8239, 7863, 2596, should have had a negative offset.
  • 10. T5471 and T5470 should be solid ? And maybe T5596 and 5468.
  • 11. Table. Lines 17340, 17339, 17338 and 17337 could use a scaling fix ? See the "legs".
  • 12. The "broken" tex on line 17240 could have a negative scale on one of its sidedefs - if possible.
  • 13. Tex on lines 12287 and 12286 needs to be higher, OR the ceiling of sectors 2444 and 1359 lowered.
  • 16. Can still hear destroyed radio T1931 ( Type 31700 ). OR is it T4842 ? And tables similar to point 11. Tables not done.
  • 17. Tex on lines 12520 and 12521 need to be raised. Y offset of 96 looks good to me.
  • 18. Should not T1489 - Type 31717 - be higher up on the wall ?
  • 19. The fireplace at sector 3541 area could have had a flue.
  • 20. Lines 13807 and 6842 should have the flag "projectile shoot through middle texture".
  • 21. Wrong texture for ceiling of sector 8891. Should be VENT_M02.
  • 22. Tex on lines 6057 etc. need raising.
  • 23. Three barrels - T3778, T3729 and T3688 seem to be hiding the health and helmet. Left as-is.
  • 24. See screenshot of tower. Same issue with the tower on the left. UPDATE ... Simple fix - give sector 5737 the ceiling height of 576.
  • 25. Sector 2561 ( floor of bridge ) could use an x offset of -80.
  • 26. Some of the textures on the sides of sector 5611 ( east) could use a Y offset fix.
  • 27. Any reason why the "sky" of sector 1588 uses REDWALL ? Just for grins, note the decals when shooting the sky with hitscan weapons.
  • 28. Linedef 3536 should also be flagged ""block monster line of sight" and "block projectiles".
  • 29. Sector 2888 should have the floor height of 40, as now sidedefs 8033 and 8008 have missing lower textures.
  • 30. Tex's on lines 32838, 32839 and 2748, 2415, 6057, need to be higher.
  • 31. Tex on line 1059 needs a negative scale on one of the sidedefs.
  • 32. Suggestion. Could make a horizontal line between vertex 11103 and line 34268. New sector 14x64 and new 14mu line have the texture BRIK_G54 and floor/ceiling BRIK_G54.
  • 33. Line 12386 could also be flagged "shoot through middle texture".
  • ❌ 34. Suggestion - like sector 2408 closes could be done for sector 2006 etc. ? Left as-is.
  • ❌ 35. Give linedef 10065 an x offset of -95 and line 10025 an x offset of 67 ( looked ok in UDB ) These lines are OK.
  • 36. Floor of sectors 3033, 3037, 3007, 3006, 3002, 3024, 3014, 3029, 3001 and 3029 and 3012 need an offset of X -8, Y 0.
  • 37. Streetsigns near sector 5284 need negative scales on one of the sidedefs.
  • 38. Area where fight AODEG0, VASEA0's hang of the edge and some render too far into the wall.
  • 39. Check the sky in the zombie Ryan area. is some of the "normal" sky supposed to show? IMO all black sky would look better.
  • 40. Many of the textures egyp_g02 need a Y offset fix. UDB screenshot shows an example ...
    y offset
  • 41. After killing Hitler, a small part of the destroyed T2985 hovers - looks like a rock.
  • 42. IMO "block everything" flag should be removed from lines 5686, 5575 etc.
  • 43. On entering sector 6572, the tex on lines 24460 and 24468 render black.
  • 44. Waiting for the credits seems too long to me. Many would not wait that long and just quit, which would be a shame. May have since been fixed ?
  • 45. Skybox issue at sector 6930. Screenshot attached. FIX - Give sector 7077 Thing Type 9080 Skybox Viewpoint and tag it. Give sectors 6930 and 6889 Thing Type 9081 Skypox Picker and Skybox Viewpoint Tag same as Thing Type 9080 in sector 7077.

M0_a

  • 1. Some of the CABN_04 and CABN_06 were in the wrong place.
  • 2. Fireplace at sector 546 had no flue. I realise the player would have to crouch to notice. Now have a flue.
  • 3. Sector 1170 could have had a small 3d floor for more realism.
  • ❌ 4. T1307 (Type 31717 ) shield with sword, is rendering in the ceiling cavity and an "axe" can be seen extending out of the roof. Actually this Type should correctly be called shield with halberds. ( no swords ). Seems to be an issue with the newer gzdoom. This one is now ok. Might have been a gzdoom fix ?
  • 5. Could swim right up to the top of sector 3873. Probably shouldn't be able to do that.
  • ❌ 6. Sectors 9313, 9316 etc. are too dark imo. Left as-is.
  • ❌ 7. I would have liked to have seen another breakable vent at or near line 37773. I changed my mind on this. Left as-is.
  • 8. Models near vertex 23726 overlap each other.
  • ❌ 9. Minor - but some of the white stall railings could use a slight x alignment. Seems ok Now. Maybe someone else fixed.
  • 10. The textures DOOR_W8C and DOOR_W8B could have had a negative scale on one of the sidedefs.
  • 11. Many of the doors in the SSHQ have a height issue. Look at the base and the top. With the top the opened doors encroach into a grey "stone? " beam.
  • 12. Serious ? - I kill all the jerries in their HQ - get the radio message from Arlow, and soon after all the "zombies" go up in flames, the screen goes dark and the game reverts to C1M1 allied HQ. Also I started this level via the console - map c3m0_a with latest gzdoom dev build. May have changed since. Left this one open to keep an eye on.
  • 13. After picking up the blue gem from the fallen statue, the orange exclamation mark later showed in the automap. I think because T8422, T8418 and the action on line 7251 are no longer required due to recent changes ?
  • 14. T4148 and T4081 do not move with the ceiling of the elevator, sector 5169. Not a good look. To fix Type 22142 open up scripts\decorate\props\lights.zs and add this after line 666 add +MOVEWITHSECTOR and +RELATIVETOFLOOR. Should do the same for Type 9800.
  • 15. Also not a good look if playing multiplayer and the lift at sector 5169 is in the down position and a player is at sector 4845. Needs an upper texture for sidedef 2083. ( are there other maps that have this same issue for multiplayer ? ) EDIT - not just multiplayer. It is possible to hit the switch at line 17850 and quickly backtract to sector 4845.
  • 16. Gap between the ceiling of sector 5106 and the polydoor. To fix change the Y scale for lines 17340, 17263, 17341 and 17339 from 4 to 3.8. Someone else has fixed this since.
  • 17. Change offset for the ceiling of sector 5125 to 192, 11 for a better, more realistic rendering.
  • 18. Ceiling of sector 8240 needs the offset -48, 0.
  • 19. The room that you use the gem. Part of the overhead hose/pipe can disappear depending on player position, and the outside roof protrudes into the room. Need to recheck the hose/pipe, but the roof issue is fixed.
  • 20. Tex on lines 30650 and 30573 scroll when sector 9430 opens. A similar fix with C2M0_b sector 1034 ( current build) could be employed.
  • 21. When destroying the windows at the cottage, X -4608, Y 5984 for example, the broken window frames get rendered in the sky. UPDATE - The fix for this is to lower unpeg lines 6977, 6992, 6826, 6783, 7037 and 7001. Then scale accordingly ( minus scale on one of the sidedefs ).
  • 22. Tex on lines 28890 needs a slight scale adjustment. Note the ceiling when the doors open. Actually, just needed a Y adjustment.
  • 23. Sidedef 8780 needs a negative scale for the tex banr_r15.
  • 24. Deco_kitchen 1 and 2, and VENT textures need a negative scale on one of the sidedefs.
  • 25. Sector 5350 lowers too far when blast the door.
  • 26. Lines 38178, 38176 and 38174 should have had the flag "shoot through middle textures".
  • 27. Rope spawner at sector 2220 is rendered a bit high, "broken" at sector 2355. Also there is a badly "pinned" one -T8425.
  • 28. Check overhead power cables near sector 2573 for needing a negative scale on one of the sidedefs.
  • 29. Check for x offset where sectors 5437 and 8278 are.
  • 30. Missing lower textures for lines 33446 and 33449. Should be STEP19.
  • 31. Can the 2 special keys, the heart key and the gem,be removed from the HUD when used ? They currently carry over to C3M2. Again, may have changed. Left to keep and eye on.
  • 32. The cottage roof, where sectors 1785 and 1678 are, show a gap between the wall and roof when viewed from outside.

blocked
cannot kill _yet
assets/35204218/8a2e3ce0-6c6b-42a7-8edf-6ef27761b66e)

Thanks for the long test report. Can you make a check list out of your report so it’s easier to fix?

Done. :)

What exactly should we see in those pictures ? What works, what doesn't ?

  1. The crematorium outside can be seen 3 chimneys, but only 2 crematorium ovens, and these at 90 degrees from the 3. chimneys.

I guess, the third, larger one, is the one the prisoner is cleaning out. One body per oven is way too slow for them you know.

I guess, the third, larger one, is the one the prisoner is cleaning out. One body per oven is way too slow for them you know.

Nope. The "larger one" is not an oven, just a storage for coal ( or is it ashes ? ). When at this area, open up your automap, and you will see 3 chimneys vertically not attached to anything. But you will see the 2 attached to the 2 ovens.

Maybe 1 for heating the place ?!