by Beed28 » Wed Nov 30, 2022 7:42 pm
In GZDoom, custom projectiles that are defined through DeHackEd MBF21 are able to use teleport linedefs, when it's not the case in DSDA-Doom. This includes monster only teleport linedefs.
To reproduce:
- Download an MBF21 weapon pack (like Vesper for example), as well as the test map included as this post's attachment.
- Run it in GZDoom, and another source port that supports -complevel 21 (such as DSDA-Doom in this case).
- In each run, grab the weapons and shoot them towards the teleporters on the left side.
- In DSDA-Doom, projectiles will pass cleanly through, but in GZDoom they'll teleport around, which isn't meant to be happening.
I mainly made this thread to point out this teleporting issue, and I thought projectiles activating certain generalized lift types (namely monster activated ones, as seen on the right side of the map) was also a GZDoom inaccuracy, but I discovered that this quirk also occurs in DSDA-Doom itself, so if it's that, then that's that. Additionally, MBF21 projectiles also cannot activate gunfire switches, but that
is true to how it was in the original Doom games.
- Attachments
-
MBF21_projectile_bug_demomap.wad
- (8.2 KiB) Downloaded 120 times
In GZDoom, custom projectiles that are defined through DeHackEd MBF21 are able to use teleport linedefs, when it's not the case in DSDA-Doom. This includes monster only teleport linedefs.
To reproduce:
[list][*]Download an MBF21 weapon pack (like [url=https://www.doomworld.com/forum/topic/123800-v100-vesper-mbf21-showcase-mod/]Vesper[/url] for example), as well as the test map included as this post's attachment.
[*]Run it in GZDoom, and another source port that supports -complevel 21 (such as DSDA-Doom in this case).
[*]In each run, grab the weapons and shoot them towards the teleporters on the left side.
[*]In DSDA-Doom, projectiles will pass cleanly through, but in GZDoom they'll teleport around, which isn't meant to be happening.[/list]
I mainly made this thread to point out this teleporting issue, and I thought projectiles activating certain generalized lift types (namely monster activated ones, as seen on the right side of the map) was also a GZDoom inaccuracy, but I discovered that this quirk also occurs in DSDA-Doom itself, so if it's that, then that's that. Additionally, MBF21 projectiles also cannot activate gunfire switches, but that [i]is[/i] true to how it was in the original Doom games.