Tome of power "bug".

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Expand view Topic review: Tome of power "bug".

Re: Tome of power "bug".

by NeuralStunner » Sun Aug 16, 2015 7:56 am

It's been how many years and someone only just noticed this? We're still learning new things about these games. :)

Re: Tome of power "bug".

by Graf Zahl » Sun Aug 16, 2015 12:50 am

fixed.

Re: Tome of power "bug".

by Graf Zahl » Sun Aug 16, 2015 12:10 am

Actually, Heretic kills the velocity just as Doom does, it just doesn't do the 'freezing'. It gets even more interesting: In Hexen this effect is transferred to the Boots of Speed - and that is implemented!

Re: Tome of power "bug".

by Plucky » Sat Aug 15, 2015 5:54 pm

I'm not fairly sure what momentum function is (not that tech savvy sadly) but if you mean keeping the same speed when going through then yes.

Re: Tome of power "bug".

by Hellser » Sat Aug 15, 2015 7:01 am

Confirmed. I tried out Heretic in my DosBOX, and as Plucky described; without the Tome of Power activated, the player pauses for a moment after teleporting (Just like Doom). With it activated, the player has no pause after teleporting.

ZDoom does it the Doom-way. Pauses after teleporting, with or without the ToP activated. I think this should be easy to fix, since we have that Teleport, but keep momentum function?

Tome of power "bug".

by Plucky » Sat Aug 15, 2015 4:09 am

Now I just hastily created an account to get this out to the general ZDoom public. I'm not entirely sure if this is considered a bug to you guys but it seems like one to me. Here's the "bug" I'm talking about: in the original MS-DOS heretic when one has a tome of power active they can go through teleporters wothout the usual split second freeze once appearing on the other side, this isn't present in ZDoom and ZDoom derived ports.

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