stairbuilder buggier "than ever"

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Setsunaaa
Posts: 12
Joined: Sun Nov 30, 2003 11:51 am

stairbuilder buggier "than ever"

Post by Setsunaaa »

First noticed in v 2.0.63 something, the first I zdoom really used as my main doom port:
Eternal doom map 03, no matter whether compatible of new stairbuilder code: The room with the three skull keys, get the red one, walk the according area open then. When you trigger the stairbuilder the stairs on both hallways rise wrong, making the level unsolvable.
Since zdoom doesn't show me coordinates I cannot say "noclip to that coords, there is the bug".
Doesn't happen in boom/mbf/prboom.

New in 2.0.96 (may have been in earlier versions too):
Eternal Doom, map 12, the stairbuilder which creates the bridge at the beginning of the level, when in "use buggier stairbuilding" mode the stairs rise completely wrong, so the "bugger stairbuilder" code is buggy *g*. Works with the new stairbuilder code correct, but should work with the old one too.

Mainly the map03 problem is annoying.

Attached: savegames for 2.0.96 so you won't have to search long.

regards,

Joachim Otahal (mail jou add gmx.net)
Attachments
SAVES.ZIP
Savegames, just walk or hit the button to see the error.
zdoom -file ..doom2eternaleternal.wad
(167.52 KiB) Downloaded 20 times
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Enjay
 
 
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Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
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Re: stairbuilder buggier "than ever"

Post by Enjay »

Setsunaaa wrote:Since zdoom doesn't show me coordinates I cannot say "noclip to that coords, there is the bug".
Type idmypos as a cheat or idmypos 1 at the console and x,y and z coordinates will be displayed on screen.
Setsunaaa
Posts: 12
Joined: Sun Nov 30, 2003 11:51 am

Post by Setsunaaa »

idmypos from map03:
x = -2580
y = 2300
z = 0
facing south.

idmypos from map12:
x = -121
y = -4780
z = -416
facing north
Switch not available until two other switches of that area are hit.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Location: Germany

Post by Graf Zahl »

MAP03: That's a map bug, not a ZDoom bug. There are some linedefs on that stairs facíng in the wrong direction. It was just pure luck that it worked in vanilla Doom (if it ever worked. I don't remember.)

MAP12: That's a known Boom bug. The stair builder should not use the hash table when in 'buggy' mode.
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Graf Zahl
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Lead GZDoom+Raze Developer
Posts: 49230
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Location: Germany

Post by Graf Zahl »

Fixed Bug 2
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