[Changed] Bug: Shouldn't be able to "Walk Over" Holo De

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
User avatar
HobbsTiger1
Posts: 1235
Joined: Fri Jan 07, 2005 7:29 pm
Location: #DMClub
Contact:

Post by HobbsTiger1 »

Enjay wrote:...made 100% kills runs harder to verify and I'm glad that it's been fixed in Zdoom. :P
Enjay, the rest of what you said I can accept, but not take as my own opinion (I guess it has to do on how people stand when it comes to ports and stuff), but the bit I quoted, well, I hate to do this but...

<!>

The COMPET-N states that 100% kills is defined by killing every monster in the level at least once except lost souls (a couple levels have exceptions). In a port where lost souls are not counted as kills, the fastest way to tell is to look at the tally screen, then watch again for any extra archie kills. If anything its harder when lost souls are counted.
User avatar
Enjay
 
 
Posts: 27047
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Post by Enjay »

I knew you'd pick me up on that. :P I should have been more specific. When I said "made 100% kills runs harder to verify" I should have said "it made it harder for me to verify whether I had actually killed all the enemies on a level when I was doing a full clearout run of a WAD". I knew about the Compet-N ruling, but it's pretty irrelevant to me.

All personal likes/dislikes, of course, but I prefer lost souls to be counted and it does strike me as probably being a laziness thing on id's behalf seeing as how they did used to count. However, if a compat option were introduced, I'd have no problem with it, I just wouldn't use it.
User avatar
Kirby
Posts: 2697
Joined: Thu Aug 26, 2004 1:23 pm

Post by Kirby »

.....what happened to the bug then? :|
Deathlike2
Posts: 317
Joined: Wed Nov 03, 2004 10:17 am

Post by Deathlike2 »

Try to obtain a copy of svstrife. It has the best representation of what the device is supposed to do (except for taking damage if you are aiming at the hologram instead of the small device). No worries about DOS because it works in Windows.. however, it is still verry buggy as certain things don't seem to be implemented correctly.

Edit - link: http://doom.wikicities.com/wiki/SvStrife

Edit - a link to a version that worked better for me (slightly) - http://www.doomworld.com/idgames/?id=12945
User avatar
randi
Site Admin
Posts: 7749
Joined: Wed Jul 09, 2003 10:30 pm
Contact:

Post by randi »

I think the real "problem" is that in Strife, you do not step up on top of things. In Heretic/Hexen/ZDoom, you do. So it's really an unimplemented feature in Strife. "Fixing" it is easy: Just increase its height to 17, since the Strife guy can't step up things that high. But I don't really consider it a bug in ZDoom or Strife, just an implementation difference, so I won't label this "fixed."
Post Reply

Return to “Closed Bugs [GZDoom]”