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WadFusion v1.4.0-dev -------------------- Found in source_wads/: doom, sigil, sigil_shreds, sigil2, sigil2_mp3, doom2, masterlevels, device_1, nerve, id1, id1-res, id24res, iddm1, tnt, plutonia, sewers, betray, extras, doomkex, doom2kex, tntkex, plutoniakex A new IPK3 will be generated with the following episodes: - Knee Deep in the Dead - The Shores of Hell - Inferno - Thy Flesh Consumed - SIGIL - SIGIL II - Hell on Earth - Tim Willits (Master Levels) - Christen Klie (Master Levels) - Tom Mustaine (Master Levels) - Jim Flynn's Titan (Master Levels) - John Anderson's INFERNO (Master Levels) - Sverre André Kvernmo's CABAL (Master Levels) - No Rest for the Living - The Vulcan Abyss - Counterfeit Eden - id Deathmatch Pack ToxicFrog#1 - TNT: Evilution - The Plutonia Experiment
There were two issues here: - early_exit wasn't getting cleared in OnLoadGame(), so if you loaded a game where it was set -- e.g. by playing in persistent mode and revisiting an earlier level -- it stayed set - ap_scan_unreachable was skipped if early_exit was set This meant that you couldn't complete a level at all if you didn't do it on the first try (unless you reset all maps), and you couldn't use ap_scan_unreachable unless you finished the level.
…ocess them This is done by looking for an AP-XOFF marker at the end of the log and ignoring the log if it exists.
This checks the level checksums and spawnfilter against the ones in the generated pk3, and if they don't match, displays a warning the first time the level select is opened -- which should be as soon as the player loads in.
In some circumstances the checked_items could be updated while the location_loop was running, resulting in locations being recorded in last_locations that were never actually sent to the game.
WeaponGivers are now properly handled by checking the specs on the weapon they turn into rather than the Giver itself, and drop suppression temporary disablement when Replicating items now works...less unreliably.
Turns out at 1, a lot of Metadoom drops don't work right.
This is experimental, we'll see if it helps with exiting the same level multiple times.
This also regenerates the existing logic files to use them, but this is mostly a fix for Wadfusion, which isn't built in yet.
Why did they do it this way? Each firemace has a 75% random chance to spawn!
sflavelle
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Mar 29, 2025
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Async is finished up! I didn't get to play all of the levels before I decided to release, but this accounts for 202 of 220 maps finished.
I'm now working on updating the logic file to be up-to-date with the latest version, then I'll be starting on pre-tuning passes.
Please note that ML maps have no rank right now
We're going to focus on at least getting the logic in so people can use it
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After a brief discussion with ToxicFrog on the AP Discord, I'm updating this PR to be just the logic. This is a lot to tune all at once (And I don't think I can just copy Doom 1/2's tunings over into this), so that'll be its own thing. The sooner this easily gets into people's hands, the better! |
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Draft for supporting a fully loaded WadFusion.
Status:
Note that while in the version I have generated I have the iddm1 maps included, I haven't included them in the logic.
I am in the early stages of a first playthrough with this set, so the tuning will be updated as I go.