[2.5.0] Imps piling in Doom II MAP01

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Expand view Topic review: [2.5.0] Imps piling in Doom II MAP01

Re: [2.5.0] Imps piling in Doom II MAP01

by Graf Zahl » Thu Sep 16, 2010 2:13 pm

fixed.

This was caused by 2 features interfering with each other.

Some time ago I implemented a logic that can get monsters unstuck. That logic allowed certain overlapping conditions to pass collision detection checks.

But the code that moves a sector plane was not aware of that and tried to mess around with overlapping actors' positions in a way the other feature did not like.

When moving a sector plane the unstuck logic must be activated, too, for monsters.

Re: [2.5.0] Imps piling in Doom II MAP01

by Guest » Sun Aug 22, 2010 6:44 am

Impse in the closet :x

(you have to enter a confirmation code now? To stop spam?

Re: [2.5.0] Imps piling in Doom II MAP01

by NeuralStunner » Sat Aug 21, 2010 4:38 pm

I think Chop was making a joke. :lol:

Re: [2.5.0] Imps piling in Doom II MAP01

by Graf Zahl » Fri Aug 20, 2010 11:43 pm

That's because it's not a feature. It's a side effect due to bad implementation of a feature.

Re: [2.5.0] Imps piling in Doom II MAP01

by chopkinsca » Fri Aug 20, 2010 6:12 pm

This is a feature. I even tried to make a "doom tetris" that relied on this feature, but it failed.

Re: [2.5.0] Imps piling in Doom II MAP01

by Ceeb » Fri Aug 20, 2010 5:26 pm

Never seen this, myself...

Re: [2.5.0] Imps piling in Doom II MAP01

by NeuralStunner » Fri Aug 20, 2010 4:47 pm

Graf Zahl wrote:Every ZDoom version since 1.23 is probably doing this.
Pretty much. I end up on Map01 more often than not while testing new weapons and such, and I see this a lot.

Re: [2.5.0] Imps piling in Doom II MAP01

by Project Shadowcat » Fri Aug 20, 2010 2:02 pm

I'm just now noticing it in these very recent versions, though. o_O

Re: [2.5.0] Imps piling in Doom II MAP01

by Graf Zahl » Fri Aug 20, 2010 1:39 pm

Every ZDoom version since 1.23 is probably doing this.

Re: [2.5.0] Imps piling in Doom II MAP01

by ZDG » Fri Aug 20, 2010 1:15 pm

It's not only 2.5.0, even 2.4.0 svn's had this problem. I have a ~5000 SVN, and it does this.

Re: [2.5.0] Imps piling in Doom II MAP01

by Gez » Thu Aug 19, 2010 3:05 pm

Same thing as that, right?
http://forum.drdteam.org/viewtopic.php?f=24&t=4746


I'll close the GZDoom bug thread since it's a ZDoom bug.

Re: [2.5.0] Imps piling in Doom II MAP01

by Graf Zahl » Thu Aug 19, 2010 12:07 pm

Even without looking at that code I can tell you it's in dire need of some changes. As soon as a sector moves in an area where monsters overlap - big trouble ensues.

However, due to a recent engine change this is no longer necessary.

Too bad that this code is cause for many headaches...

[2.5.0] Imps piling in Doom II MAP01

by Janizdreg » Thu Aug 19, 2010 8:54 am

Opening the secret door in Doom II MAP01 with the three imps behind it causes the first of the three to bounce on top of the second.

To clarify, here's a screenshot:
Spoiler:
The glitch only seems to occur when the player opens the door from a specific angle, or at least when the player is right next to the western linedef of the lift sector.

A savegame for reproducing the glitch is included as an attachment. Just load the save, open the door and the glitch should occur.
Attachments
zd_imp_bounce_save.zip
(45.74 KiB) Downloaded 64 times

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