Spoiler: Da repercussions of GlitchevilThe map pack itself was ABSOLUTELY large and i might missed some secret areas and switches that need to be inspected, obviously. I'm sure people would look up Doom 64 one a lot. Thanks for the fat, rich ginormous and lenghty map packs!
Spoiler: "(minus the Containment Area since we already know)"
Kinsie wrote:Thank you for reporting bugs, but please, include co-ordinates via the idmypos cheat so I can warp straight to the issue. I'm not going to spend my entire day noclipping around 90 maps I didn't make trying to solve a problem.
Spoiler:
Kinsie wrote:Thank you for reporting bugs, but please, include co-ordinates via the idmypos cheat so I can warp straight to the issue.
Thanks, let's see...JohnnyTheWolf wrote:Sorry about that. Here are the coordinates you asked:
The ungrabbable skull is a fake that is swapped in for the real skull upon completing the puzzle in that room. The puzzle was broken in QC:DE, but worked fine in several other gameplay mods I tried at random (MetaDoom, Zagemod, Quake 1 Stuff Ultra). This is likely an issue with QC:DE spawning its Soulsphere replacement without transferring specials.MAP15: Dark Entries
(the location of the vanilla Blue Skull that cannot be grabbed)
x: 993
y: -553
z: 64
(the location of the real Blue Skull that can be grabbed)
x: 186
y: 652
z:0
Curiously, this works just fine for me in QC:DE - Once you shoot the switch, the BFG happily fades in. Didn't work in MetaDoom, though, so I'll have to poke around and see what's busted there.MAP29: Outpost Omega
(the location of the Unmaker replacement)
x: -1530
y: 2943
z: -352
(the location of where it should teleported to)
x: -1677
y: 2530
z: -464
Again, seemingly caused by gameplay mod-specific bugs. Curiously, QC:DE and MetaDoom both fail for different reasons! (Thankfully, the MetaDoom bug seems to be the same as with the previous report). I'll have to have a look and see what can and can't be done.MAP31: Into The Void
(the location of the demon rune replacement on its pillar)
x: -3534
y: -2389
z: 508
(the location of where it is teleported to, but cannot be grabbed)
x: 2012
y: -1186
z: 244
Kinsie wrote:Curiously, this works just fine for me in QC:DE - Once you shoot the switch, the BFG happily fades in. Didn't work in MetaDoom, though, so I'll have to poke around and see what's busted there.
There's a switch on the wall visible from the elevator it appears on when it lowers.JohnnyTheWolf wrote:Kinsie wrote:Curiously, this works just fine for me in QC:DE - Once you shoot the switch, the BFG happily fades in. Didn't work in MetaDoom, though, so I'll have to poke around and see what's busted there.
Switch? Which switch?
Weird. I loaded con_doom64 and QC:DE v2.7 in GZDoom 4.5.0, used the "warp" console command to jump straight to the elevator, and was able to shoot the button just fine.JohnnyTheWolf wrote:That is odd. I shot that switch all right, but nothing happens, even when I load con_doom64.pk3 without any mod.
I use GZDoom 4.5.0.
Return to TCs, Full Games, and Other Projects
Users browsing this forum: chronoteeth and 6 guests