[4.9.0] MBF21 projectiles can use teleport linedefs

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Forum rules
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.
User avatar
Posts: 598
Joined: Sun Feb 24, 2013 4:07 pm
Location: United Kingdom

[4.9.0] MBF21 projectiles can use teleport linedefs

Post by Beed28 »

In GZDoom, custom projectiles that are defined through DeHackEd MBF21 are able to use teleport linedefs, when it's not the case in DSDA-Doom. This includes monster only teleport linedefs.

To reproduce:
  • Download an MBF21 weapon pack (like Vesper for example), as well as the test map included as this post's attachment.
  • Run it in GZDoom, and another source port that supports -complevel 21 (such as DSDA-Doom in this case).
  • In each run, grab the weapons and shoot them towards the teleporters on the left side.
  • In DSDA-Doom, projectiles will pass cleanly through, but in GZDoom they'll teleport around, which isn't meant to be happening.
I mainly made this thread to point out this teleporting issue, and I thought projectiles activating certain generalized lift types (namely monster activated ones, as seen on the right side of the map) was also a GZDoom inaccuracy, but I discovered that this quirk also occurs in DSDA-Doom itself, so if it's that, then that's that. Additionally, MBF21 projectiles also cannot activate gunfire switches, but that is true to how it was in the original Doom games.
You do not have the required permissions to view the files attached to this post.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49096
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: [4.9.0] MBF21 projectiles can use teleport linedefs

Post by Graf Zahl »


Return to “Closed Bugs [GZDoom]”