[Closed] Teleport_NoFog not respecting spot's Z position

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Teleport_NoFog not respecting spot's Z position

Postby Major Cooke » Thu Oct 12, 2017 8:46 am

Download Winter's Fury, go to MAP07A and type in 'puke 20'. Wait for the screen to fade out and fade back in.

Immediately you'll see something is wrong. You wind up at the very bottom of the map (black floor) instead of on the bridge. This is because Teleport_NoFog doesn't respect the Z position of the spot anymore -- it just assumes to use the floor instead.

This is also noticeable with Happy Time Circus II where, in the pet shop, the skulls just 'poof' into existence versus actually falling from the ceiling hole.
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Re: Teleport_NoFog not respecting spot's Z position

Postby Rachael » Thu Oct 12, 2017 9:08 am

This is probably going to require a compatflag to fix, since a bug fix last year specifically addressed a related issue, which is likely what's causing this issue.

The file has been changed a bit since then, as well, due to ZScriptification.
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Re: Teleport_NoFog not respecting spot's Z position

Postby _mental_ » Sat Oct 14, 2017 2:39 am

Using Windows 32-bit g3.3pre-7-g0ccd388 devbuild with no config .ini after map map07a and puke 20 I'm seeing this:
Screenshot_Doom_20171014_103500.png
Looks fine to me. And it works the same using 64-bit macOS Debug build.

Do you have some compatibility options set?
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Re: Teleport_NoFog not respecting spot's Z position

Postby Major Cooke » Sat Oct 14, 2017 9:42 am

Same build, Windows 64-bit, g3.3pre-7-g0ccd388. Tried with and without compat options and a fresh new INI, still broken.

...Ah, Pyroscourge must have fixed it. Was using an older version as I noticed I was teleported up into the air.
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Re: Teleport_NoFog not respecting spot's Z position

Postby Rachael » Sat Oct 14, 2017 10:02 am

In that case, the way it is now is probably the actual intended effect.
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