[Fixed] Teleporter Bug in Caldera add-on for Hexen.

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Expand view Topic review: [Fixed] Teleporter Bug in Caldera add-on for Hexen.

by Enjay » Tue Nov 11, 2003 6:01 pm

Graf Zahl wrote:Teleport destinations should have priority. If not, what would be the point in using them?
I agree fully. But apparently at least someone at Raven didn't share our POV and didn't use them - they used a map spot once and the author of Caldera obviously thought teleport landings were pointless because they used the teleport smoke item instead. (Probably both genuine mistakes.)

by Graf Zahl » Tue Nov 11, 2003 5:51 pm

Enjay wrote:Unless there is a difference in how Zdoom and Hexen handle multiple destinations with the same tid. Zdoom certainly randomises teleport landings with the same tid, but I don't know if Hexen did.

Hexen did that, too.

Also, I have a vague recollection of something Randy said when he fixed things so that the map that used a map spot instead of a telepport landing would work. I think Zdoom looks for teleport destinations with a matching tid first, then if it doesn't find one it searches for map spots. If teleport destinations continue to get priority in an even wider search of thing types, then if a teleport landing and a monster (or whatever) share a tid, then the teleport landing would get priority when a teleport was activated.

That's the way it has been before and that's the way it should remain. Teleport destinations should have priority. If not, what would be the point in using them?

by Enjay » Tue Nov 11, 2003 3:47 pm

Unless there is a difference in how Zdoom and Hexen handle multiple destinations with the same tid. Zdoom certainly randomises teleport landings with the same tid, but I don't know if Hexen did.

Also, I have a vague recollection of something Randy said when he fixed things so that the map that used a map spot instead of a telepport landing would work. I think Zdoom looks for teleport destinations with a matching tid first, then if it doesn't find one it searches for map spots. If teleport destinations continue to get priority in an even wider search of thing types, then if a teleport landing and a monster (or whatever) share a tid, then the teleport landing would get priority when a teleport was activated.

by HotWax » Tue Nov 11, 2003 3:38 pm

Graf Zahl wrote:It might break some WADs which have the same tid for a teleport destionation and for something else. Then again, I'd consider that a mapping bug so I don't care.
Apparently those wads would work as they always have...

by Graf Zahl » Tue Nov 11, 2003 3:06 pm

It might break some WADs which have the same tid for a teleport destionation and for something else. Then again, I'd consider that a mapping bug so I don't care.

by Ty Halderman » Tue Nov 11, 2003 12:27 pm

I guess this is related to the WAD someone (leha?) put up showing an imp being used as a camera. If we can use anything as a camera or teleport destination, that would make for some fantastic scripting opportunities.

I vote it not be changed if it does work that way now. It wouldn't break any old wads, and you wouldn't have to figure out where something is to do something to it.

I know, no one said this was a poll :roll:

by Graf Zahl » Tue Nov 11, 2003 10:52 am

It wouldn't surprise me. Think about an invisible thing running through the level acting like a monster that's used as teleport destination. It's almost certain that someone will abuse it.

by Nanami » Tue Nov 11, 2003 10:42 am

I think it's only a matter of time until someone makes a level with moving teleport destinations now (imps anyone?).

by Graf Zahl » Tue Nov 11, 2003 10:30 am

Enjay wrote:Wasn't there a problem with one of the original Hexen maps using a map spot as a teleport destination that was fixed some time ago? Sounds like Hexen wasn't too fussy about what it used as a destination.
Ok, I just checked Hexen's source. It really doesn't check the type of the destination so you can use anything as destination.

by Enjay » Tue Nov 11, 2003 8:02 am

Wasn't there a problem with one of the original Hexen maps using a map spot as a teleport destination that was fixed some time ago? Sounds like Hexen wasn't too fussy about what it used as a destination.

by Hirogen2 » Tue Nov 11, 2003 7:02 am

Graf Zahl wrote:Does this mean that a teleport destination in Hexen could be anything, not just a teleport exit?
O_O telefrag an imp anytime...

by Graf Zahl » Mon Nov 10, 2003 4:23 pm

Does this mean that a teleport destination in Hexen could be anything, not just a teleport exit?

by randi » Mon Nov 10, 2003 4:06 pm

Fixed, although it's really more of a map bug than a ZDoom bug. That teleporter sends you to some teleport smoke instead of an actual teleport spot. ZDoom was doing exactly what it was supposed to; it just wasn't what the map expected.

by The Ultimate DooMer » Wed Nov 05, 2003 7:23 pm

Thanks!

by Anonymous » Wed Nov 05, 2003 5:48 pm

Here's how to get the Holy Relic.

In the building you entered to get it, look around. You'll notice one area where the stained glass windows are broken and the ceiling has collapsed.

Now look around at the ceiling on the opposite side of the room. If you look closely enough, you should see an area between two columns where a piece of the ceiling and has fallen and you can see the sky.

Now walk up onto the base of the column that is nearest the piece of fallen ceiling. If you chose the right column, you should hear a noise and you'll notice that the column has moved little bit. Walk up onto the base of the next column to the left. You should hear the same noise and it should move a little bit also.

Keep walking up onto the bases of these two columns so that they keep moving, and eventually the ceiling between them will collapse. This will shatter the stained glass window and you'll be able to get the Holy Relic.

I discovered this completely by accident.

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