[Fixed] Teleporter Bug in Caldera add-on for Hexen.

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Teleporter Bug in Caldera add-on for Hexen.

Postby Anonymous » Tue Nov 04, 2003 12:17 pm

Got a teleporter problem in the Caldera add-on for Hexen that only shows up in ZDoom. In the level "Valles de Morte", a teleporter isn't working in the part of the level where you get the 'sigil of the magus' item.

Level coordinates of nonfunctioning teleporter:

X: -2592
Y: 1565
Z: -192

Level: "Valles de Morte" in Caldera add-on for Hexen.

This may be a problem strictly on the level-side of things, but I'm sure it's a ZDoom problem because as before on the "Vaults" bug, this teleporter works alright in jHexen.

ZDoom version used: 2.0.47i

Hold off on responding, need to retest using v2.0.52.
Anonymous
 

Postby Anonymous » Tue Nov 04, 2003 2:39 pm

Problem still present w/ 2.0.52. Here's a much better screenshot.
Anonymous
 

Postby The Ultimate DooMer » Tue Nov 04, 2003 4:49 pm

I've played that wad with vanilla Hexen and with the Korax mod, and I never noticed anything wrong in that map.

(btw, how do you get the holy relic? I've never been able to work that one out)
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Postby Anonymous » Wed Nov 05, 2003 5:48 pm

Here's how to get the Holy Relic.

In the building you entered to get it, look around. You'll notice one area where the stained glass windows are broken and the ceiling has collapsed.

Now look around at the ceiling on the opposite side of the room. If you look closely enough, you should see an area between two columns where a piece of the ceiling and has fallen and you can see the sky.

Now walk up onto the base of the column that is nearest the piece of fallen ceiling. If you chose the right column, you should hear a noise and you'll notice that the column has moved little bit. Walk up onto the base of the next column to the left. You should hear the same noise and it should move a little bit also.

Keep walking up onto the bases of these two columns so that they keep moving, and eventually the ceiling between them will collapse. This will shatter the stained glass window and you'll be able to get the Holy Relic.

I discovered this completely by accident.
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Postby The Ultimate DooMer » Wed Nov 05, 2003 7:23 pm

Thanks!
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Postby randi » Mon Nov 10, 2003 4:06 pm

Fixed, although it's really more of a map bug than a ZDoom bug. That teleporter sends you to some teleport smoke instead of an actual teleport spot. ZDoom was doing exactly what it was supposed to; it just wasn't what the map expected.
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Postby Graf Zahl » Mon Nov 10, 2003 4:23 pm

Does this mean that a teleport destination in Hexen could be anything, not just a teleport exit?
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Postby Hirogen2 » Tue Nov 11, 2003 7:02 am

Graf Zahl wrote:Does this mean that a teleport destination in Hexen could be anything, not just a teleport exit?

O_O telefrag an imp anytime...
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Postby Enjay » Tue Nov 11, 2003 8:02 am

Wasn't there a problem with one of the original Hexen maps using a map spot as a teleport destination that was fixed some time ago? Sounds like Hexen wasn't too fussy about what it used as a destination.
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Postby Graf Zahl » Tue Nov 11, 2003 10:30 am

Enjay wrote:Wasn't there a problem with one of the original Hexen maps using a map spot as a teleport destination that was fixed some time ago? Sounds like Hexen wasn't too fussy about what it used as a destination.


Ok, I just checked Hexen's source. It really doesn't check the type of the destination so you can use anything as destination.
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Postby Nanami » Tue Nov 11, 2003 10:42 am

I think it's only a matter of time until someone makes a level with moving teleport destinations now (imps anyone?).
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Postby Graf Zahl » Tue Nov 11, 2003 10:52 am

It wouldn't surprise me. Think about an invisible thing running through the level acting like a monster that's used as teleport destination. It's almost certain that someone will abuse it.
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Postby Ty Halderman » Tue Nov 11, 2003 12:27 pm

I guess this is related to the WAD someone (leha?) put up showing an imp being used as a camera. If we can use anything as a camera or teleport destination, that would make for some fantastic scripting opportunities.

I vote it not be changed if it does work that way now. It wouldn't break any old wads, and you wouldn't have to figure out where something is to do something to it.

I know, no one said this was a poll :roll:
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Postby Graf Zahl » Tue Nov 11, 2003 3:06 pm

It might break some WADs which have the same tid for a teleport destionation and for something else. Then again, I'd consider that a mapping bug so I don't care.
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Postby HotWax » Tue Nov 11, 2003 3:38 pm

Graf Zahl wrote:It might break some WADs which have the same tid for a teleport destionation and for something else. Then again, I'd consider that a mapping bug so I don't care.


Apparently those wads would work as they always have...
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