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A Couple Of Strife Bugs
Posted: Wed Nov 03, 2004 11:13 am
by Deathlike2
In the temple of the Oracle (area 12), when you go through the special secret passage (the one that goes down some waterfall.. then you goto a jumping exercise, then you flip a switch to go into a dark hallway) ... there are some columns that pretty much crush two guys (who use maulers).. however these guys don't die (they should be dead, like any object crushed under such a platfoom).
When falling down in certain areas (area 11 - Borderlands, the area where you'd pick up some secret items that is surrounded by a big put), you don't instantly die. Regardless of how much life you have (200 or less)... you are supposed to instantly die. There are other places in which this should occur (I can't remember them all, but the suicide run place (area 4 - power station) should immediately kill you if you should fall into the pit. (I don't think it applies when you're in god mode though)
Posted: Wed Nov 03, 2004 11:31 am
by Graf Zahl
1. There we go again... God, how much I hate Doom's stupid crushing algorithm (especially for one way crushers.) With the one from Hexen it would not happen...
2. It seems the Instant Death special is never checked in PlayerInSpecialSector. On a related note: Line type 180 should reset the sector's type after raising it. It is only used in conjunction with the Instant Death sector type and I already wondered why nobody has complained yet. But when the sector type doesn't work...
Other Bugs
Posted: Wed Nov 03, 2004 11:41 am
by Deathlike2
When quitting Strife in ZDoom, there is no random voice message that sounds and it doesn't display the quit game screen(the screen switches to some picture). Also, the music changes when the game quits (it is the same one used in area 4).
Re: Other Bugs
Posted: Wed Nov 03, 2004 11:43 am
by Graf Zahl
Deathlike2 wrote:When quitting Strife in ZDoom, there is no random voice message that sounds and it doesn't display the quit game screen(the screen switches to some picture). Also, the music changes when the game quits (it is the same one used in area 4).
Yes, that is done on purpose because the original's way of quitting just takes too long.
Posted: Wed Nov 03, 2004 12:13 pm
by Darkon
maybe it should be made so when you quit, it plays the sound but if you press the button again it auto quits
just so you can still hear the sound
but you can just skip it if you cant be bothered
Another Bug
Posted: Wed Nov 03, 2004 12:20 pm
by Deathlike2
Yes, that is done on purpose because the original's way of quitting just takes too long.
I wouldn't disagree with that... but it would be something to make as an option to enable/disable the standard exit in Strife (it was amusing to do that with the original, you could re-quit multiple times and get interesting quotes)
Onto the bug:
Those guys in cloaks at the Temple of the Oracle (area 12).. they should be physical manifestations (actual objects you can bump into)... they are currently like ghosts (like the Specters). You can only shoot them with certain weapons (they should be able to be killed with practically any weapon anyhow).
Posted: Wed Nov 03, 2004 12:32 pm
by Deathlike2
Another bug:
After the title music... the story plays out... however, the music used in it is not the correct one. The correct theme is the same one used in Area 5 (Prison)
Posted: Wed Nov 03, 2004 1:02 pm
by Deathlike2
Another bug:
The credits music (after you end the game for all 3 endings - after going through the story bits) - is the wrong one. The music that should be playing should be the same one as used in Area 4 (Power Station)
Posted: Wed Nov 03, 2004 3:53 pm
by Bashe
Deathlike2 wrote:Another bug:
After the title music... the story plays out... however, the music used in it is not the correct one. The correct theme is the same one used in Area 5 (Prison)
It may just be me, but I think the Sewers music fits better with that segement.
Posted: Wed Nov 03, 2004 3:56 pm
by Cutmanmike
Agreed, but I guess it's not too important
Posted: Wed Nov 03, 2004 4:05 pm
by Graf Zahl
Frankly, who cares? Does it really matter which music plays where and when (except in the levels, of course.) I couldn't hear it in the original anyway.
Posted: Wed Nov 03, 2004 4:09 pm
by Cutmanmike
Well I woudln't want to be listening to YMCA while fighing the final boss

Posted: Wed Nov 03, 2004 10:15 pm
by HotWax
Graf Zahl wrote:Frankly, who cares? Does it really matter which music plays where and when
Only if you want it to be Strife.
Posted: Thu Nov 04, 2004 2:58 am
by Graf Zahl
Strife's music sucks anyway!
Posted: Thu Nov 04, 2004 6:10 am
by TheDarkArchon
You're telling me. It's completely unsuitable and it hurts my ears. >_<