Lucretius Posted August 5, 2019 Hello; i noticed that or maybe is just me like on some megawads maps i reach a point when i looked everything and so on to proceed then something like bars wont rise up or when i hit a switch the supposed door wont unlock is that possible? im forced to do the noclip command to proceed does that happen to anyone else? 0 Quote Share this post Link to post
Nine Inch Heels Posted August 5, 2019 unless you can say which maps are causing issues and I happen to know them for one reason or another, it's impossible for me to say what the problem is. Also I can't say I've had issues like bars not lowering at all, or simple stuff like doors not opening... GZDoom isn't exactly true to vanilla or boom behaviour, but such simple things shouldn't randomly break. 1 Quote Share this post Link to post
Lucretius Posted August 5, 2019 (edited) ok thats what i thought thanks; but im not that old school doomer (i started to play it back on my p133 in the late '90) ; i need to play it with enhancement mods ilke brutal doom vanilla is just too basic for my tastes thats about it Edited August 5, 2019 by Lucretius 0 Quote Share this post Link to post
Nine Inch Heels Posted August 5, 2019 well... if you play modded, and don't care about vanilla stuff, then don't be surprised if something breaks, especially if you also jump around in maps that aren't built for that. 1 Quote Share this post Link to post
wheresthebeef Posted August 5, 2019 Yeah if you are using mods, it very likely isn't GZDoom breaking the maps. 0 Quote Share this post Link to post
Pegleg Posted August 5, 2019 GZDoom's emulation of vanilla and Boom is pretty good. The biggest differences, that I'm aware of, are (1) that it's easier to hit with punches in the ZDoom-family and (2) conveyor belt timing is slightly different. So, unless the map you're playing is reliant on a voodoo doll-based action that is precisely timed (and I mean, to a ridiculous degree of precision), then GZDoom shouldn't cause a problem. I agree with others that the problem most likely rests with Brutal Doom or some other mod that you're using. 1 Quote Share this post Link to post
Graf Zahl Posted August 5, 2019 From past experience I can tell that some maps can be very sensitive towards monsters' ability to reach certain places in the map or not, sometimes prematurely triggering some linedefs. And with mods that replace walking monsters with flying ones this can easily happen. It can also happen when some effects actors are not properly defined, i.e standard stuff done wrong in replacement mods. Voodoo doll trigger anomalies are rare and if encountered should be reported so the problem can be addressed. But I don't think these are at fault here. 2 Quote Share this post Link to post
Fonze Posted August 5, 2019 (edited) Iirc doesnt gzdoom add the effects of multiple conveyors if the actor is positioned to be in multiple sectors with conveyor effects? I know some mp ports like Oda do, but I've forgotten how gzdoom handles that type of stuff. Edited August 5, 2019 by Fonze 0 Quote Share this post Link to post
Graf Zahl Posted August 5, 2019 Boom adds the velocity induced by every touching sector, ZDoom originally averaged it, but GZDoom now has this as a compatibility option. 1 Quote Share this post Link to post
Lucretius Posted August 6, 2019 (edited) thanks for the replies yesterday was getting very late appreciated Edited August 6, 2019 by Lucretius 0 Quote Share this post Link to post
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