Is there something that doesn't work right in the latest GZDoom? Post about it here.
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Forum rules Please construct and post a simple demo whenever possible for all bug reports. Please provide links to everything.
If you can include a wad demonstrating the problem, please do so. Bug reports that include fully-constructed demos have a much better chance of being investigated in a timely manner than those that don't.
Please make a new topic for every bug. Don't combine multiple bugs into a single topic. Thanks!
MAP16 of DTS-T is supposed to end when the BossBrain is killed, but it doesn't anymore in newer versions. It was released in 2012 and I sadly don't know the version it stopped working.
Please move it to the Bugs subforum if it can't be fixed via compat settings.
Edit: Nevermind, just realized this topic already is in Bugs
Last edited by StroggVorbis on Wed Jul 24, 2019 4:11 am, edited 1 time in total.
This requires a proper fix, not just some compatibility settings. Here is PR.
In short, Exit_Normal(0) used to end the current level has some additional checks.
Before scriptification these conditions were not tested and the next map is always loaded.
I found no other way to replicated the same behavior but to expose new functions to ZScript.
Thing is - DabbingSquidward isn't in a position where he should've been automatically expected to know that. I think he handled it correctly, given the tools at hand. But that's just me. /shrugs
I would have created a new topic but i didn't due to a limited internet connection, i'm a poor guy you know.
Now this soluton doesn't work in the legacy build so i've created another topic here: viewtopic.php?f=178&t=65087
Janitor Adventure 3D MAP05 requires wall running to be set to off, otherwise the jump pad at X:8000 Y:3000 fails to properly propel the player into its target.
Xeotroid wrote:Janitor Adventure 3D MAP05 requires wall running to be set to off, otherwise the jump pad at X:8000 Y:3000 fails to properly propel the player into its target.
Wall running disabled by default. Compatibility settings are needed when specific set of options are required.
Another big thing that might color your experience isn't Pablo's fault. He has the entire starting area kitted out with plenty of ethereal arrows, more than you will probably need. Due to where they are placed, though - in between the chapel benches and the wall - the player can't pick them up in ZDoom.
Inability to grab those quivers is caused by differences between this and this. Notice less/greater vs. less-or-equal/greater-or-equal.
Top of an item is at the same height as a floor of sector from it can be picked up. Vanilla Heretic and GZDoom treat intersection player with item differently in this case.
If we don't plan to change the conditions in question (I believe we don't), the simplest solution is lower four sectors by one unit.