r2204: CIF3 Final boss script broken

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Expand view Topic review: r2204: CIF3 Final boss script broken

Re: r2204: CIF3 Final boss script broken

by Graf Zahl » Fri Apr 02, 2010 4:14 pm

Well, I hate to say it but CIF3 was one of the WADs I found close to unplayable due to the inept use of ZDoom. The tid issue and the weird spawning is just the icing on the cake.

Re: r2204: CIF3 Final boss script broken

by Enjay » Fri Apr 02, 2010 3:38 pm

Kaiser wrote:CIF3 has been aimed to take full advantage of Zdoom, and when I mean full advantage, I mean crashing, lagging fps, and insane glitches. Watch as zdoom halts to 1 fps from the simplest script being triggered or crashes from viewing the wrong side of a terrain and unbearable hud scripts that will make the gameplay unforgivable :-)
But these features is what makes zdoom so great.

Re: r2204: CIF3 Final boss script broken

by Ceeb » Fri Apr 02, 2010 3:22 pm

Kaiser's an unabashed tool when it comes to ZDoom, why is anyone surprised CIF3 takes the most possibly complex route around a given problem?

MOST of the shit that every DECORATE actor does could have been accomplished without any ACS. Maybe not the power drill and missile cam, but most of the stuff could've been a whole lot less complex.

Re: r2204: CIF3 Final boss script broken

by Graf Zahl » Fri Apr 02, 2010 1:08 am

Some people can't be helped doing stupid things regardless of any pressing need. 100 points to the one who can tell me what's wrong with this:

Code: Select all

			Spawn("TeleportFog", GetActorX(-123), GetActorY(-123), GetActorZ(-123), 0, 64<<8);
			Spawn("XTron_Boss", GetActorX(-123), GetActorY(-123), GetActorZ(-123), 0, GetActorAngle(-123)>>8);

Ok, I answer myself: The Thing ID is defined as an unsigned short in the map data but for some reason until UDMF support was added all tids inside the Actor structure were stored as signed shorts (clearly an error on ZDoom's part as tids were signed in Hexen even in the map data) but UDMF necessitated expanding all tid variables to full ints. And now guess what happens:

All these unsigned short tids with values of 65500 or similar suddenly get stored as what they are supposed to be! And Kaiser managed to write his script in a way that not only did not play it safe by only using positive tids. No, he also felt the need to use a completely non-standard way of spawning his boss which in this case made it appear in the wrong place.

As much as this is an error in ZDoom I have to ask myself: Why on earth can't some people map cleanly?`Negative tids? Come on! That's really not something anyone should ever need. I wonder why Kaiser did. Just to complement his joke wad with joke scripts? Such things tend to break rather sooner than later.

Re: r2204: CIF3 Final boss script broken

by Major Cooke » Fri Mar 19, 2010 2:43 pm

Actually, the boss is spawned, it's just that he spawns in the wrong area. I don't know why, but he's beyond the border to the north. You can noclip into that area to see for yourself, it's just that he's in the out-of-bounds area.

Re: r2204: CIF3 Final boss script broken

by Gez » Sun Mar 07, 2010 5:43 pm

Given the suckiness of file hosts such as those, here's another copy of the save:
Image

r2204: CIF3 Final boss script broken

by Mr.X » Sun Mar 07, 2010 5:08 pm

In community is falling 3 the final boss' scene nor does the boss itself show up. Here is the save file showing said bug.

http://www.sendspace.com/file/aqo0kh

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