boomedit.wad, line to line teleport

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simc
Posts: 130
Joined: Fri Feb 03, 2012 11:44 am

boomedit.wad, line to line teleport

Post by simc »

There's an underwater line to line teleport in the SE corner of Boomedit.wad:
https://www.doomworld.com/idgames/theme ... m/boomedit

If it is crossed by sliding along the southern wall the player won't get teleported on the underwater lake area but on top of the river bank right next to it. This doesn't happen with GZdoom 2.1.1 (Feb 23rd 2016) and before but it does happen after GZDoom 2.2.0 (Sept 18th 2016) and atleast with gzdoom-g2.2pre-1664-g18ebe92 (June 16th 2016).

To test this, run:
gzdoom.exe [...] -file boomedit.wad +map map01 "+warp -885 -1080"

Don't move or do anything, the current will carry the player through the teleport in few seconds.

Notes:
1) The teleport lines (linedefs #589, #652) and the river bank sidelines (#587, #651) are in the same orientation on the both areas. The second sideline of the riverbank is not identical but I can't see the player sliding alongside it at the moment of teleporting.

2) The player will not teleport on top of the river bank if the sector #96 (after the teleport line) floor height is risen from -208 -> -184 to match the sector #100 floor before the teleport line.

3) If a voodoo dummy is inserted at place x:-885, y:-1080 it won't teleport on top of the river bank. Only the player itself from the same spot does.
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