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Changelog of Sigil 1.1

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  1. Changes made in order to patch Sigil.wad and Sigil_compat.wad
  2. Made by Flambeau with the help of Keyboard_Doomer and Dew
  3.  
  4. - map4:
  5.     Eye switches:
  6.  
  7.     Changed the actions on the lines, swapped the back line to raise wall and the front line to open the door. That way the maps can't break.
  8.         Eye 1;
  9.         Changed linedef 2070 from "action 46 and tag 21" to "action 24 and tag 45"
  10.         Changed linedef 3910 from "action 24 and tag 45" to "action 46 and tag 21"
  11.         Eye 2;
  12.         Changed linedef 3912 from "action 24 and tag 46" to "action 47 and tag 13"
  13.         Changed linedef 1362 from "action 47 and tag 13" to "action 24 and tag 46"
  14.  
  15.     Items:
  16.  
  17.     Changed flags on the following items, because they are in an unreachable place in Singleplay mode, but don't have the MultiPlayer only flag.
  18.     (meaning these can't be reached and no 100% items possible)
  19.  
  20.         Health bonus Thing 185 - 196 Enabled Multiplayer Flag
  21.  
  22. - map5:
  23.     Eye switches:
  24.  
  25.     Changed the actions on the lines, swapped the back line to raise wall and the front line to open the door. That way the maps can't break.
  26.         Eye 1;
  27.         Changed linedef 286  from "action 46 and tag 4"  to "action 24 and tag 35"
  28.         Changed linedef 2352 from "action 24 and tag 35" to "action 46 and tag 4"
  29.  
  30. - map6:
  31.     Red key part blocking fix:
  32.  
  33.     Changed the 2 action lines that will block the left part leading to red key and opening right part of map at start room.
  34.     It would be possible to break the map in Multiplayer if a player dies between the 2 lines, so leaving the red key map part unreachable for
  35.     other players, and the right part of map not being opened.
  36.         Swapped the action on the 2 lines that control this mechanics, so first the right part of map will be opened and then the left part will be closed.
  37.         This prevents the map to break in Multiplayer, but doesn't change how the map progress is.
  38.  
  39.         Changed linedef 784 from  "action 5 and tag 10" to "action 38 and tag 36"
  40.         Changed linedef 3505 from "action 38 and tag 36" to "action 5 and tag 10"
  41.  
  42. - map7:
  43.     Items:
  44.  
  45.     Changed flags on the following items, because they are in an unreachable place in Singleplay mode, but don't have the MultiPlayer only flag.
  46.     (meaning these can't be reached and no 100% items possible)
  47.  
  48.         Soulsphere Thing 334 Enabled Multiplayer Flag
  49.         Beserk Thing 335 Enabled Multiplayer Flag
  50.         Armor bonus Thing 350 - 354 Enabled Multiplayer Flag
  51.         Health bonus Thing 355 - 359 Enabled Multiplayer Flag
  52.  
  53.     Red door part - hell pit room fixes:
  54.  
  55.     There is the sector (198) with the wall lowering and later closing the hellpit room again. There is a missing texture and also the mechanics of the trap
  56.     will lock the player out when he will fall of the edge later, after activating the closing of this sector by activating linedef 2810 but before opening
  57.     it again with linedef 2927. This will result in the player being unable to finish the map, thus map will break cause of this. I came with a way to prevent
  58.     this, but remaining the mechanics of the trap.
  59.  
  60.         Missing texture;
  61.         linedef 1195 front sidedef 1856 uppertexture wood5 added
  62.  
  63.         sector 198;
  64.         Floor lowered to height 152 and ceiling lowered down to height 152.
  65.         changed the action on linedef 5295 to action 86 (WR door open stay).
  66.  
  67. - map8:
  68.  
  69.     Eye switches:
  70.  
  71.     Changed the actions on the lines, swapped the back line to raise wall and the front line to open the door. That way the maps can't break.
  72.         Eye 1;
  73.         Changed linedef 337 from "action 46 and tag 3" to "action 24 and tag 27"
  74.         Changed linedef 2104 from "action 24 and tag 27" to "action 46 and tag 3"
  75.         Eye 2;
  76.         Changed linedef 14 from "action 46 and tag 1" to "action 24 and tag 2"
  77.         Changed linedef 1362 from "action 24 and tag 2" to "action 46 and tag 1"
  78.  
  79.     Fix in startroom:
  80.  
  81.     Changed the linedef property of the startroom grate (in front of eye) so player can't walk in and lock itself in when the wall raises. This cause the map to break.
  82.     Linedef property:
  83.         Linedef 339;
  84.         Enabled the "impassable" flag
  85.  
  86.     Spider Mastermind:
  87.  
  88.     In Sigil_compat.wad Episode3 gets replaced. The Spider Mastermind will still count as a boss in E3M8. In order to prevent the map to finish direct after the
  89.     Spider Mastermind is killed, we made an addition to DeHacked. This change will remove the boss special from the Spider Mastermind.
  90.     This will not be an issue in Sigil.wad because it runs as Episode5
  91.  
  92.         Dehacked addition;
  93.  
  94.         Pointer 347 (Frame 631)
  95.         Codep Frame = 0
  96.  
  97. - map9:
  98.  
  99.     Firestick cages:
  100.  
  101.     Changed the linedef property of the firestick cages of the blue skull room. You could walk trough the grate on all 3 Firesticks
  102.     Linedef Property;
  103.         Linedef 1264 Enabled the "impassable" flag
  104.         Linedef 1269 Enabled the "impassable" flag
  105.         Linedef 1274 Enabled the "impassable" flag
  106.  
  107. - Intermission screen fix: (Sigil_compat.wad only)
  108.  
  109.     Inserted transparent sprites for the "You are here" and arrows for Sigil_compat.wad
  110.     Because of the replacing of E3 the engine will use the intermission map with the pointing of "you are here". Since there is no intermission map for Sigil, but only an
  111.     Intermission texture, it made the arrow be placed on the Interpic during intermission. With no Intermission map being made, choice fell on making the hardcoded arrow
  112.     and text transparent.
  113.         Edited WIURH0 / WIURH1 / WISPLAT and added them into sigil_compat_patch.wad
  114.         See attached wad for them.
  115.  
  116. - ZDaemon sky fix: (Sigil.wad only)
  117.  
  118.     Added a ZDaemon-compatible (shorter) sky for use in mapinfo (see attached wad;
  119.     just copy the updated TEXTURE1/TEXTURE2/PNAMES as well as the new SKY5_ZD patch)
  120.  
  121. - Mapinfo: (Sigil.wad only)
  122.  
  123.     Created a mapinfo (old format) for Sigil.wad
  124.     Source ports that don't support zmapinfo but do support mapinfo will be able to run Sigil now as episode 5 and don't require the use of Episode 3 replacing Sigil_compat.wad
  125.     See attached wad or copy from below:
  126.  
  127.  
  128. // ZDaemon MAPINFO for SIGIL
  129.  
  130. defaultmap
  131.     nocrouch
  132.     nojump
  133.     sky1 SKY5_ZD 0.0
  134.     cluster 5
  135.     enterpic SIGILINT
  136.     exitpic SIGILINT
  137.  
  138. map E5M1 "Baphomet's Demesne"
  139.     levelnum 41
  140.     titlepatch WILV40
  141.     next E5M2
  142.     music D_E5M1
  143.  
  144. map E5M2 "Sheol"
  145.     levelnum 42
  146.     titlepatch WILV41
  147.     next E5M3
  148.     music D_E5M2
  149.  
  150. map E5M3 "Cages of the Damned"
  151.     levelnum 43
  152.     titlepatch WILV42
  153.     next E5M4
  154.     music D_E5M3
  155.  
  156. map E5M4 "Paths of Wretchedness"
  157.     levelnum 44
  158.     titlepatch WILV43
  159.     next E5M5
  160.     music D_E5M4
  161.  
  162. map E5M5 "Abaddon's Void"
  163.     levelnum 45
  164.     titlepatch WILV44
  165.     next E5M6
  166.     music D_E5M5
  167.  
  168. map E5M6 "Unspeakable Persecution"
  169.     levelnum 46
  170.     titlepatch WILV45
  171.     next E5M7
  172.     secretnext E5M9
  173.     music D_E5M6
  174.  
  175. map E5M7 "Nightmare Underworld"
  176.     levelnum 47
  177.     titlepatch WILV46
  178.     next E5M8
  179.     music D_E5M7
  180.  
  181. map E5M8 "Halls of Perdition"
  182.     levelnum 48
  183.     titlepatch WILV47
  184.     next EndGame1
  185.     nosoundclipping
  186.     music D_E5M8
  187.  
  188. map E5M9 "Realm of Iblis"
  189.     levelnum 49
  190.     titlepatch WILV48
  191.     next E5M7
  192.     music  D_E5M9
  193.  
  194. cluster 5
  195.     flat "FLOOR7_2"
  196.     exittext "Baphomet was only doing Satan's bidding\nby bringing you back to Hell. Somehow they\ndidn't understand that you're the reason\nthey failed in the first place.\n\nAfter mopping up the place with your\narsenal, you're ready to face the more\nadvanced demons that were sent to Earth.\n\n\nLock and load. Rip and tear."
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