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[2.5.0] Imps piling in Doom II MAP01

Posted: Thu Aug 19, 2010 8:54 am
by Janizdreg
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...

Re: [2.5.0] Imps piling in Doom II MAP01

Posted: Thu Aug 19, 2010 3:05 pm
by Gez
Same thing as that, right?
http://forum.drdteam.org/viewtopic.php?f=24&t=4746


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. :lol:

Re: [2.5.0] Imps piling in Doom II MAP01

Posted: Sun Aug 22, 2010 6:44 am
by Guest
Impse in the closet :x

(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.