Alien Vendetta behavior

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Expand view Topic review: Alien Vendetta behavior

Re: Alien Vendetta behavior

by Graf Zahl » Sun Jan 25, 2009 9:40 am

It allows to shoot through self referencing sectors which are often used for invisible barriers. You will need this in a later map to escape from a trap.

Re: Alien Vendetta behavior

by sonicdoommario » Sun Jan 25, 2009 9:24 am

Alright, thanks, I didn't know that there was a compatibility option for this. Yay me.

What is the other option supposed to do?

Re: Alien Vendetta behavior

by Graf Zahl » Sun Jan 25, 2009 2:56 am

Check the 'Compatibility options' menu, and enable "Find shortest textures like Doom"


This was a change made by Boom 11 years ago.

If you want to complain please do to AV's creators. They were made aware of this issue but outright refused to fix the map to work properly in all source ports.

While we are at it, you also should enable "Self ref. sectors don't block shots" which you will need later in another map.

Alien Vendetta behavior

by sonicdoommario » Sat Jan 24, 2009 7:58 pm

In Map07 of Alien Vendetta, killing all of the Arachnotrons is supposed to raise the pit at the end of the level, so you can cross the path and exit the map. However, once you kill all of the Arachnotrons, the floor does rise, but it goes all the way up to the ceiling, something that isn't supposed to happen. This works fine in other source ports, but is this a certain behavior of ZDoom (the tag is 667 on the sector, which is raise the floor)? I had to IDCLIP my way past to exit the level, but I was wondering if anyone else knew about this. Thanks.

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