[Fixed] problem with deafness in 48.cab
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problem with deafness in 48.cab
i just played through hangar twice in 48.cab.. both times, one of the sarges in the last secret was somehow outside. i thought this extremely odd the first time, as this never happens (and seemed immediately odd to me after having played hangar a zillion times). i'm not sure exactly what the bug is there, but you can run through it and see for yourself. i assume it's something to do with the fact that although deaf they still woke up (or at least one did).
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Yup, happens for me too, and although I have never seen this happen before either, on checking with DeePsea, one sarge is deaf, the other (the nearest to the start point) isn't, and I don't see any sound blocking lines either. Maybe sound is travelling further than it used to or something?
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Well, waddayaknow? It happens in doom.exe too - kinda.
Stay at the player start spot, turn on IDDT twice in either Zdoom or Doom and fire the pistol. Immediately, one sarge starts moving.
But there is a difference - for some reason he can't get any higher than standing on the bottom step in Doom, but in Zdoom he is quite happy to climb to the top and come out into the open. Not sure why he gets stuck in Doom. The line isn't monster blocking and from what I can see, he should be able to fit height wise.
Stay at the player start spot, turn on IDDT twice in either Zdoom or Doom and fire the pistol. Immediately, one sarge starts moving.
But there is a difference - for some reason he can't get any higher than standing on the bottom step in Doom, but in Zdoom he is quite happy to climb to the top and come out into the open. Not sure why he gets stuck in Doom. The line isn't monster blocking and from what I can see, he should be able to fit height wise.
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Yeah, I wondered that too. I have noticed what I assume are both positive and negative effects of this new code.Graf Zahl wrote:Maybe the alterations in the movement code due to the checks for standing on other things have a side effect...
In my fixed up version of Marine Assault (where I have the bridge thing heights correctly matching the normal sectors), which I haven't uploaded anywhere yet, one of the enemies came walking towards me across the 3D bridge. Very cool and very unexpected, but exactly what the code was supposed to allow.
However, in Doom2 Map01, I lowered the lift opposite where the plasma gun is in multi-player, and whilst the lift was down, I "used" the wall at the back to open the door that reveals the secret room with the switch to the outside secret. As the lift rose, one of the imps in that little room must have walked forward at just the right point, and I ended up with an imp standing on my head. Never happened before - something to do with the new code, or just co-incidence?
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Enjay wrote:something to do with the new code, or just co-incidence?
Not coincidence. This is easily possible with the new movement code. The feature itself is really cool but I already reported another problem that is probably related. My suggestion is not to allow monsters standing on everything but just on a few selected items (like the bridges). Some other source port (I think Legacy but I'm not sure) uses similar checks for things standing on things and this caused a lot of odd situations.
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Chris wrote:I think it'd be better if the monsters can walk onto any object, as long as it's not too great of a step up or down. However this might cause problems if they go to step onto something and the something moves away while the monster is half on and half off, thereby making it stuck on a ledge.
You have absolutely no idea how much trouble this feature can cause. This is something that can seriously break existing levels. Allowing monsters to step on everything is not recommended. If I did a search I'm sure i'd find more than 20 levels that might cause problems in no time.
At least it should be compatibility optioned.
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That is exactly what I noticed too. Never before has an imp stood on my head when I open that door and ride the lift up with chainsaw at the ready. This time, he stood on my head so the lift immediately dropped again. Rode the lift up and down maybe three times before I backed off a bit, then rode up successfully.Enjay wrote: However, in Doom2 Map01, I lowered the lift opposite where the plasma gun is in multi-player, and whilst the lift was down, I "used" the wall at the back to open the door that reveals the secret room with the switch to the outside secret. As the lift rose, one of the imps in that little room must have walked forward at just the right point, and I ended up with an imp standing on my head. Never happened before - something to do with the new code, or just co-incidence?