Teleport_NoFog not respecting spot's Z position

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Major Cooke
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Teleport_NoFog not respecting spot's Z position

Post by Major Cooke »

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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Rachael
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Re: Teleport_NoFog not respecting spot's Z position

Post by Rachael »

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.
_mental_
 
 
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Re: Teleport_NoFog not respecting spot's Z position

Post by _mental_ »

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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Major Cooke
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Re: Teleport_NoFog not respecting spot's Z position

Post by Major Cooke »

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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Rachael
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Re: Teleport_NoFog not respecting spot's Z position

Post by Rachael »

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