by Graf Zahl » Sat Aug 13, 2016 11:14 am
Known problem. The sector actions cause the teleports to recursively call each other, eventually causing a stack overflow.
The thing is, it's either this or broken sector actions, fortunately there is a workaround which I added recently to fix an older map using a similar setup.
You have to set compat_teleport in your MAPINFO to restore the behavior of older ZDoom versions, then it will work as you intend.
In general, teleports are dangerous, if there's any chance that a teleport can trigger another teleport. Since they are performed deep inside the movement checking code, this will inevitably lead to a crash.
Known problem. The sector actions cause the teleports to recursively call each other, eventually causing a stack overflow.
The thing is, it's either this or broken sector actions, fortunately there is a workaround which I added recently to fix an older map using a similar setup.
You have to set compat_teleport in your MAPINFO to restore the behavior of older ZDoom versions, then it will work as you intend.
In general, teleports are dangerous, if there's any chance that a teleport can trigger another teleport. Since they are performed deep inside the movement checking code, this will inevitably lead to a crash.