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[r4383] Further wolfen.wad problems

Thu, 10 Mar 2011 00:20:04

mnk

It seems that no matter what I do, I can't trigger clock puzzle in that wad. I'm starting to think it might be related to this bug and this was original
Fri, 11 Mar 2011 16:14:45

Firebrand

I'm checking this problem, I hope to fix it ASAP.
Mon, 14 Mar 2011 19:02:40

mnk

With r4394, map31 problem is indeed solved, I still can't trigger the puzzle though. Can this puzzle be solved by shooting the bells at noon with blunderbuss from outside the cathedral ? Cause there's no way I could make it by simply running. Chances are
Wed, 16 Mar 2011 16:03:05

Firebrand

It seems to solve the assertions on my side, I've found a big number of problems with ACS scripts, which I'm slowly solving, but none of them solves this problem with the script, and to make the matters worse, the script code included in the WAD file isn'
Fri, 25 Mar 2011 15:24:26

mnk

Hmm, I'm getting a limited success with that wad coupled with a strange result: for whatever the reason, if vavoom is run with '-openal' while I do get music, I also get a very loud buzzing (only on ), without '-openal', there's no buzzing. But only if I
Fri, 25 Mar 2011 18:40:07

Firebrand

Yes, there is a problem with the script, I've already fixed the problem, but I'm unable to update the SVN repository for now, I'll do so during the weekend hopefully <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --
Fri, 25 Mar 2011 20:04:28

mnk

And does the "New Game"/map difference ring any bell ? ...OK, bad pun. Are you talking about DoThingCount from progs/common/linespec/LineSpecialLevelInfo.vc ? Well, I temporally put a hack there and it seems the puzzle can be solved now (in ev
Sat, 26 Mar 2011 20:26:04

Firebrand

The sounds are missing, I've tested this myself, there is a problem with the ending, I noticed that too. I'm not sure about the death wyvern fight, I need to test it again to see if I sport differences...
Sun, 27 Mar 2011 20:12:07

Firebrand

In the current revision the GME sound should be fixed with both OpenAL and other sound drivers, there were some problems where GME type files were being played with the wrong codec (ModPlug) because ModPlug determined they were MOD music files improperly,
Mon, 28 Mar 2011 00:41:22

mnk

Semi related notes first: - it seems that instead of magic numbers in gme_play, it should simply be NumSamples*2, regardless of the driver (probably a difference between what vavoom and what gme considers a sample) - going back to audio stream selection t

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