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Saint Alfonzo's Darkbase - /idgames release (1.2)


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Hmm, I played this in GZdoom 4.6.1, but I encountered at least two game-breaking bugs, though they may be related:

 

-I killed 24 flying objects (out of 30) in the basement, but the rest 6 were nowhere to be found. I think this happened because some flying shotguns were killed by splash damage from the flying barrels.

 

-Thus I used "kill monsters" and it helped to progress the game, but killed both allies as side-effect.  Then the central courtyard cyberdemon appeared. After I killed it and the two archviles, the "hand it over" cutscene started, but the main protagonist sprite was missing. Then the allies and me appeared in a very large (monstly empty) room where I could kill the other guards, but the game became stuck. When I used "kill monsters" again, the "you bastard" cutscene triggered, but I was stuck alone on the roof. When I used "kill monsters" yet again, the game ended.

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Does any of that happen in 4.7.0 or 4.7.1? I've never encountered anything like you described.

 

The barrels can kill the other possessed flying objects quite easily, yes, but they always go towards the total count killed because the script is set up to count the number of possessed things remaining every tic, so the means through which the objects are destroyed shouldn't matter. They also shouldn't fail to spawn entirely because they're already placed in the basement area from map start, just invisible and non-shootable.

 

The only way I can imagine the second bug occurred is if your player somehow got teleported to the room that houses all the monsters and ammo before they get moved over to the base once the main combat part starts. But I've never seen that happen.

 

EDIT: Okay, the bugs you encountered are happening to me now as well. I have no idea what this is. There's some kind of tag conflict, I'm guessing. Shit's absolutely FUCKED.

 

Fuck me of course I released a broken version to /idgames.

Edited by Jimmy

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Nothing will screw up a map  faster than boss tags and spawn gimmicks dealing with boss tags. My version is much more simplified: 2 phase boss fight on e3m8. It took 3 actors total with them all replacing the  spidermom: 1 spawner and the 2 actual monsters that did the fighting+ tag transference to be on the safe side. Even the Spawner itself had to be present as a noblockmap, invisible, object presence in order to accurately trigger the boss flag to end the battle correctly with the death of the second monster. Quite the pain honestly, and sounds very similar to this bug in its own way.

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Okay that nonsense is fixed. Please redownload! First post links updated, with the /idgames update still pending.

Edited by Jimmy

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  • 3 months later...

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