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Weird Vanilla Map Bug: Firing Weapon Activates Sector Action


Arsinikk

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Hello y'all.

 

I'm new to the DoomWorld Forums, but I've been perusing the forums for years now, if not been playing Community Wads for over a decade now.

The only thing I can think of that I have contributed to a Doom project was the DMAPINFO for Project Unity.

 

Anyways, after playing Doom wads for as long as I have, I decided recently to take a stab at creating my own map. I think it was this video by Jimmy that inspired me.

 

I decided I was going to start with making a vanilla-compatible map. Even though vanilla is quite limited, it has been allowing me to learn how to use Ultimate Doom Builder and experiment with many vanilla tweaks (this old thread has especially been helpful).

 

I wanted to wait to post my map until it was finished to ask about feedback, but I recently ran into the strangest issue.

 

There is this sector (image below) on the map that for whatever reason refuses to obey linedef triggers:
 

1494393814_MapSectorIssue1.png.548957519a835ea5075a04ad22b2b859.png

 

As you can see below after walking over a WR Linedef the following sectors should lower:


552715952_MapSectorIssue2.png.7203246e70217107ee005cb29daa2559.png
 

What's weird is that they all lower except for that one sector. I checked to see if there was any sector id fishery, but to no avail.
But then just randomly while testing the map, when I fire my weapon AFTER walking over the linedef, that wall decides to lower.

This happens consistently across Chocolate, Crispy, and PrBoom (GZDoom expectedly actually lowers the wall like it's supposed to).

 

See the video below:

 

Another thing I noticed is that if I move that particular door sector up some units, the door works as it should.

My suspicions look to it having something to do with the nodebuilder or maybe just something weird with the original Doom code.

 

I already had to switch from the default Zenode to ZDBSP to get the fake 3d hanging body trick to work right...

 

Here is the actual WAD file if needed (though the map isn't completable at the moment):
Arsinikk - Purple Rain.wad

 

Just thought I'd post this because I've never seen anything like this in Doom.

 

Edited by Arsinikk

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Huh. I just tried the nodebuilding with DeepBSP in Ultimate Doom Builder and I'm still having the same issue. Could it be an issue with the Doom Builder nodebuilding?

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I just ran it straight from UDB myself :)

 

I do notice that the two sectors that are working for you have ceilings lower than their floors (603 v 605), whereas the one that isn't has both at 603.  I wonder if that is a factor?

 

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It's actually really weird... the 2 sectors that lower correctly seem to be -2 height and the 1 sector that doesn't is at 0 height... I don't know how those became -2 height and how they could still work properly... I did test (not in the video) making all 3 sectors 0 height, but that didn't seem to work.

Also are you using -complevel 2 with PrBoom? (also I'm using PrBoom 2.6.1um, so I wonder if that makes a difference... actually if I'm having the issue in chocolate doom, then it probably would have the same issue in vanilla DOOM2.EXE)

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I probably found the cause.

  1. The floor tries to lower.
  2. A nearby cacodemon is partially stuck in a sector with small floor to ceiling gap.
  3. The floor checks everything in the blockmap to find its possible obstacles.
  4. The floor finds that the cacodemon will be an obstacle, because it is stuck.
    In this process, the vanilla engine does not care the cause of stuck.
    So the floor will not move.
  5. When the player shoots, the cacodemon will move.
    The cacodemon is no longer stuck, now the floor can move.

Here is a video to reproduce the bug:

 

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