System:
(Note: Yes, I know it's not 3.6.0, but that's the version of GZdoom I'm currently using).
Windows 7, 64-bit
GZdoom 3.5.0, 64-bit
Speed of Doom, Map 7 - Simple Prison-Yard (https://www.doomworld.com/idgames/level ... s/sodfinal)
Steps to Reproduce:
1) Launch the above wad via GZdoom
2) Select the skill level "Hurt Me Plenty"
3) Play up until the end of map 7.
4) After killing all the Arachnotrons, the pillars that allow you to reach the switches do not come down, so the level cannot be completed.
Can I assume that's not normal behavior for this wad?
Speed of Doom, Map 7 in GZdoom - Level Breaking Bug
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- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49238
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Speed of Doom, Map 7 in GZdoom - Level Breaking Bug
Works for me with the lastest devbuild. When killing the Arachnotrons they rise up and I can operate them normally as lifts afterward.
Re: Speed of Doom, Map 7 in GZdoom - Level Breaking Bug
The other thing I noticed was after killing all of them and there's no monsters left in the room, if you fire any weapon at the pillar in the northwest corner of the room, the last arachnotron appears and then it can be killed. Then the pillars rise up as normal. Is that just a quirk of that particular level?Graf Zahl wrote:Works for me with the lastest devbuild. When killing the Arachnotrons they rise up and I can operate them normally as lifts afterward.
Re: Speed of Doom, Map 7 in GZdoom - Level Breaking Bug
I've been able to get it to work with the current dev build and the current official release. However, it's a bit temperamental. It's quite easy for one of the arachnotrons to get stuck in the room that they teleport from. Sometimes one will wander around back and forth in a pattern that means it doesn't cross the teleport line for ages, giving the impression that all the arachnotrons are dead and that the effect isn't working. Eventually it should teleport, then you can kill it and the platforms rise.
Try typing "kill monsters" at the console if this happens again to see if the platforms rise (or no clip towards the teleport room, or use the automap cheat to see what's there).
Try typing "kill monsters" at the console if this happens again to see if the platforms rise (or no clip towards the teleport room, or use the automap cheat to see what's there).
Re: Speed of Doom, Map 7 in GZdoom - Level Breaking Bug
That was how I got past it before, except I used "kill arachnotron" instead of "kill monsters" since I was already at the end of the level.Enjay wrote:I've been able to get it to work with the current dev build and the current official release. However, it's a bit temperamental. It's quite easy for one of the arachnotrons to get stuck in the room that they teleport from. Sometimes one will wander around back and forth in a pattern that means it doesn't cross the teleport line for ages, giving the impression that all the arachnotrons are dead and that the effect isn't working. Eventually it should teleport, then you can kill it and the platforms rise.
Try typing "kill monsters" at the console if this happens again to see if the platforms rise (or no clip towards the teleport room, or use the automap cheat to see what's there).
So something quirky like that wouldn't need a compatibility setting in that compatibility text file, right?
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49238
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Speed of Doom, Map 7 in GZdoom - Level Breaking Bug
This isn't a compatibility issue. It can happen in other ports just as well. It's merely a case of a map setup that's not 100% stable.
Re: Speed of Doom, Map 7 in GZdoom - Level Breaking Bug
You can lock this thread, then, since it appears to be a map quirk, instead of something GZdoom-related.Graf Zahl wrote:This isn't a compatibility issue. It can happen in other ports just as well. It's merely a case of a map setup that's not 100% stable.
Re: Speed of Doom, Map 7 in GZdoom - Level Breaking Bug
It's just an unfortunately set up teleport room. My guess is that sometimes one of the arachnotrons tries to teleport when something is occupying its target teleport spot. So the teleport fails but the arachnotron has now crossed the teleport line and is wandering around in a pattern that makes it less likely to cross another teleport line. It will do it eventually (and - I guess - it did it coincidentally when you shot at the NW pillar (checking in an editor, I don't see anything obvious there that would activate any action)) and the level can be completed.
So, it's not really a compat thing - just that the teleport room could have been a bit better designed to ensure teleporting happens more reliably.
So, it's not really a compat thing - just that the teleport room could have been a bit better designed to ensure teleporting happens more reliably.