Maps that need compatibility settings.

Is there something that doesn't work right in the latest GZDoom? Post about it here.

Moderator: GZDoom Developers

Forum rules
Please construct and post a simple demo whenever possible for all bug reports. Please provide links to everything.

If you can include a wad demonstrating the problem, please do so. Bug reports that include fully-constructed demos have a much better chance of being investigated in a timely manner than those that don't.

Please make a new topic for every bug. Don't combine multiple bugs into a single topic. Thanks!

Re: Maps that need compatibility settings.

Postby Graf Zahl » Tue May 25, 2021 2:16 am

Warrex wrote:(btw: Why?).

Why what? It's a non-repeatable action so it can only be triggered once. The setup is broken. I currently have no idea how to properly fix it without breaking the intent of this design.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Joined: 19 Jul 2003
Location: Germany

Re: Maps that need compatibility settings.

Postby Player701 » Mon Jun 07, 2021 12:45 pm

E4M7 of 007: Licence to Spell DooM is impossible to complete because the walkover exit trigger (linedef #6842) is marked as impassable. I have no idea if this setup ever worked, but I guess it could have been the case with ancient ZDoom versions (I've run into problems trying to run them on my system so can't check right now). I'm a bit tired to make a PR today, will probably submit one tomorrow unless someone else does it before then.

Upd: PR submitted
User avatar
Joined: 13 May 2009
Location: Russia
Discord: Player701#8214
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Maps that need compatibility settings.

Postby JPL » Sun Dec 19, 2021 1:20 pm

Was playing the Master Levels semi-recently and encountered an issue in BLACKTWR.WAD (7CE7BCC9D6EB983416A21B2300229111) that trapped an imp in a tiny sliver-shaped sector after the big spiral stairs rise up in the interior of the tower - thus making 100% kills impossible. I tried adding the "block monsters" flag to line 597 to prevent the imp from ever even touching this tiny sector, and couldn't repro it after that, but it's a tricky one to repro anyways. I can't think of any reason why that change would break anything, but I leave it up to yall.
User avatar
Joined: 09 Apr 2012


Return to Bugs

Who is online

Users browsing this forum: No registered users and 3 guests