Opening the secret door in Doom II MAP01 with the three imps behind it causes the first of the three to bounce on top of the second.
To clarify, here's a screenshot:
Spoiler:
The glitch only seems to occur when the player opens the door from a specific angle, or at least when the player is right next to the western linedef of the lift sector.
A savegame for reproducing the glitch is included as an attachment. Just load the save, open the door and the glitch should occur.
Re: [2.5.0] Imps piling in Doom II MAP01
Posted: Thu Aug 19, 2010 12:07 pm
by Graf Zahl
Even without looking at that code I can tell you it's in dire need of some changes. As soon as a sector moves in an area where monsters overlap - big trouble ensues.
However, due to a recent engine change this is no longer necessary.
Too bad that this code is cause for many headaches...
I'll close the GZDoom bug thread since it's a ZDoom bug.
Re: [2.5.0] Imps piling in Doom II MAP01
Posted: Fri Aug 20, 2010 1:15 pm
by ZDG
It's not only 2.5.0, even 2.4.0 svn's had this problem. I have a ~5000 SVN, and it does this.
Re: [2.5.0] Imps piling in Doom II MAP01
Posted: Fri Aug 20, 2010 1:39 pm
by Graf Zahl
Every ZDoom version since 1.23 is probably doing this.
Re: [2.5.0] Imps piling in Doom II MAP01
Posted: Fri Aug 20, 2010 2:02 pm
by Project Shadowcat
I'm just now noticing it in these very recent versions, though. o_O
Re: [2.5.0] Imps piling in Doom II MAP01
Posted: Fri Aug 20, 2010 4:47 pm
by NeuralStunner
Graf Zahl wrote:Every ZDoom version since 1.23 is probably doing this.
Pretty much. I end up on Map01 more often than not while testing new weapons and such, and I see this a lot.
Re: [2.5.0] Imps piling in Doom II MAP01
Posted: Fri Aug 20, 2010 5:26 pm
by Ceeb
Never seen this, myself...
Re: [2.5.0] Imps piling in Doom II MAP01
Posted: Fri Aug 20, 2010 6:12 pm
by chopkinsca
This is a feature. I even tried to make a "doom tetris" that relied on this feature, but it failed.
Re: [2.5.0] Imps piling in Doom II MAP01
Posted: Fri Aug 20, 2010 11:43 pm
by Graf Zahl
That's because it's not a feature. It's a side effect due to bad implementation of a feature.
Re: [2.5.0] Imps piling in Doom II MAP01
Posted: Sat Aug 21, 2010 4:38 pm
by NeuralStunner
I think Chop was making a joke.
Re: [2.5.0] Imps piling in Doom II MAP01
Posted: Sun Aug 22, 2010 6:44 am
by Guest
Impse in the closet
(you have to enter a confirmation code now? To stop spam?
Re: [2.5.0] Imps piling in Doom II MAP01
Posted: Thu Sep 16, 2010 2:13 pm
by Graf Zahl
fixed.
This was caused by 2 features interfering with each other.
Some time ago I implemented a logic that can get monsters unstuck. That logic allowed certain overlapping conditions to pass collision detection checks.
But the code that moves a sector plane was not aware of that and tried to mess around with overlapping actors' positions in a way the other feature did not like.
When moving a sector plane the unstuck logic must be activated, too, for monsters.