EDIT: Pageclaim!
[Project] "Knee-Deep in ZDoom"
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Ryan Cordell
- Posts: 4349
- Joined: Sun Feb 06, 2005 6:39 am
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Capital of Explodistan
Heh, yeah, you're right. Well spotted. I also noticed, purely by chance when checking this, that it's possible to avoid activating the dormant monsters. As I ran through the initial opening, the demons rushed me from the right and I dodged to the left. On doing so, I stepped onto the slightly raised bit of rock on the left side of the path and passed by 2 steel pillars on the wrong side before coming back onto the path. When I did, the dark imps and the spectres in the distance just stood there, dormant and in the way.
It all happened in a flash, I wasn't intending to walk around the edge like that. It was just a lucky dodge that took me further off the beaten path than I had intended and my clumsy attempt to get back on again.
It all happened in a flash, I wasn't intending to walk around the edge like that. It was just a lucky dodge that took me further off the beaten path than I had intended and my clumsy attempt to get back on again.
- Unknown_Assassin
- Posts: 2468
- Joined: Wed Apr 12, 2006 5:17 pm
- Location: Where dead carcasses lie
- Contact:
Did you noclip towards the boss?GeeDougg wrote:What are you supposed to do at the end of ZE1M8? The boss meter's showing but there's no boss and I have no idea where to go.... The door to the "temple" or whatever it is that's right at the end won't open and there's a pool of lava behind me and no way to get back. I even noclipped and still didn't find anything. Help?
I don't know what you mean by temple? Do you mean the place where you have to get red, blue, and yellow keycards to get in? If it is that narrow hallway, then you have to wait until the earthquake stops before being able to open the lift.
You can still get out the rocket launcher and blast yourself.Kristus wrote:That's highly unlikely since I managed to fire the SSG while the end sequence was running, when I read I usually end up tapping the mouse a bit for some reason. That pretty much scared the crap out of me.
When you get the blue key and open the blue door, you see two ways and 1 door that requires all keycards to get in. Take a left and keep going straight. You will see a door with a switch. Open that door and continue on from there where the yellow key is located. There is no need to use 'noclip'.Ben2k9 wrote:talking of bugs, every time i play z1m8 i have to noclip to get the yellow key, ive killed every monster and the only place to go is the door with the button at the end of the corridor, the button wont switch and the door wont open, ive looked everywhere, how do you open it?
What do you mean by camera room? Coordinates, details, or screenshots would be most helpful.Ben2k9 wrote:also on the very first level i have to clip through the first bloody door to the camera room becuase it wont open on its own :S
Z1M8: as i said, the door with the switch doesnt work, the switch is non responsive.Unknown_Assassin wrote:When you get the blue key and open the blue door, you see two ways and 1 door that requires all keycards to get in. Take a left and keep going straight. You will see a door with a switch. Open that door and continue on from there where the yellow key is located. There is no need to use 'noclip'.Ben2k9 wrote:talking of bugs, every time i play z1m8 i have to noclip to get the yellow key, ive killed every monster and the only place to go is the door with the button at the end of the corridor, the button wont switch and the door wont open, ive looked everywhere, how do you open it?
What do you mean by camera room? Coordinates, details, or screenshots would be most helpful.Ben2k9 wrote:also on the very first level i have to clip through the first bloody door to the camera room becuase it wont open on its own :S
Z1M1: and yes the very first door, again, i cant open it
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LogicDeLuxe
- Posts: 198
- Joined: Mon Apr 26, 2004 11:32 am
To be exact, it opens the second door you'll see from the start on, not the very first.Vader wrote:In Z1M1, there is a switch next to the camera texture... it opens the door!
If you find it hard to locate that switch, the rest of the episode would be very frustating, I guess. This particular switch isn't even hidden in a dark corner.
- Unknown_Assassin
- Posts: 2468
- Joined: Wed Apr 12, 2006 5:17 pm
- Location: Where dead carcasses lie
- Contact:
- Unknown_Assassin
- Posts: 2468
- Joined: Wed Apr 12, 2006 5:17 pm
- Location: Where dead carcasses lie
- Contact:
Just to make sure we are talking about the same thing here - because I can't see anything unusual in the first few areas of Z1M1 - is one of the doors you are having problems with featured in this video?
http://www.zen64060.zen.co.uk/kdizd-doors.wmv
http://www.zen64060.zen.co.uk/kdizd-doors.wmv
yes, its the first door you open, not the locked door you open in the camera room, i have no idea why it just doesnt open!!?Enjay wrote:Just to make sure we are talking about the same thing here - because I can't see anything unusual in the first few areas of Z1M1 - is one of the doors you are having problems with featured in this video?
http://www.zen64060.zen.co.uk/kdizd-doors.wmv
Strange. There's nothing particularly unusual about that door at all. It should just work when you press your usual "use" button.
There is a line type 121 right in front of the door with lineid set to 0 and arg1 set to 1. I don't know why it's there, but I don't see why that would affect the door anyway.
There is a line type 121 right in front of the door with lineid set to 0 and arg1 set to 1. I don't know why it's there, but I don't see why that would affect the door anyway.
- InsanityBringer
- Posts: 3392
- Joined: Thu Jul 05, 2007 4:53 pm
- Location: opening the forbidden box



