[0.4.1] [Duke 3d v1.3d Registered] Assault Captain bug
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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.
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.
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yikesdude754
- Posts: 1
- Joined: Sun Feb 09, 2020 11:30 pm
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
[0.4.1] [Duke 3d v1.3d Registered] Assault Captain bug
This bug seems to be v1.3d exclusive bug, concerning palette number #21 variant of an Assault Trooper. When he teleports, he disappears permanently and never returns. I didn't come across this bug when playing Atomic Edition.
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Gammli
- Posts: 47
- Joined: Sat Mar 02, 2019 12:46 am
Re: [0.4.1] [Duke 3d v1.3d Registered] Assault Captain bug
This happens in 1.5 too, quite commonly in fact.
However, there is nothing that can be done about this on the engine-side. The Liztroop AI is defined in GAME.CON, and there's a large number of conditional checks that need to be fulfilled to allow him to reappear.
Evidently, in special cases some of these checks are never satisfied, rendering him stuck teleporting. But again, this is defined in the game data itself, and on the engine side nothing can really be done about it without breaking game logic.
However, there is nothing that can be done about this on the engine-side. The Liztroop AI is defined in GAME.CON, and there's a large number of conditional checks that need to be fulfilled to allow him to reappear.
Evidently, in special cases some of these checks are never satisfied, rendering him stuck teleporting. But again, this is defined in the game data itself, and on the engine side nothing can really be done about it without breaking game logic.
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Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [0.4.1] [Duke 3d v1.3d Registered] Assault Captain bug
Except replacing the script - with all negative consequences that entails...