Instant sector movement bug [.96]

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Topic review
   

Expand view Topic review: Instant sector movement bug [.96]

by randi » Wed Apr 12, 2006 8:53 pm

Fixed.

by Graf Zahl » Fri Jul 08, 2005 6:04 am

Instant movers automatically set their internal speed. But what's the point of them if you have to use other specials to make them work properly? I think the 3 missing '=' chars should be added.

Re: Instant sector movement bug [.96]

by Ajapted » Fri Jul 08, 2005 4:20 am

Graf Zahl wrote:all other movement types only check whether the target height has been passed
Make the instant movers have a very high speed (32768), so they always go past in one tic.

by Graf Zahl » Fri Jul 08, 2005 3:10 am

Forever. It's in the original source. Apparently Randy fixed one of four cases for some previous problem but didn't adjust the others as well.

It's really only a problem with instant movers that need to finish in one tic.

by skadoomer » Thu Jul 07, 2005 8:38 pm

how long has this been a problem? I recall a sequence in foreverhood which used floorlowerinstant, which wouldn't always trigger right away. Good to know it wan't me abusing the feature.

Instant sector movement bug [.96]

by Graf Zahl » Thu Jul 07, 2005 4:46 am

Ceiling/Floor_Raise/LowerInstant often need 2 tics to complete instead of one.

Except for a floor moving down all other movement types only check whether the target height has been passed, not reached so that a movement to the exact target height doesn't stop the mover. For Instant movers this can create problems because they lock the sector longer than necessary.

See here:

http://www.doomworld.com/vb/showthread. ... adid=32766

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