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Golden Souls 1+2 Note Block issue


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Decided to replay Golden Souls 1 and 2 and I'm wondering what's up with the directional note blocks. Specifically the ones on Crayon Creek and Rainbow Citadel in 1 and all the pink note blocks in 2. In other words, the ones that don't just act like springs, but the ones which spring you in a certain direction (there's usually a line of coins to help with where these note blocks send you). For some reason, they do not spring me far enough, rendering some of the levels impossible without using the fly code.

 

I'm using GZDoom 4.5.0 if it helps, and I know the WADs require at least 4.1.2. Is it a source port issue? Or do I need to tinker with some settings (I have default compatibility settings on atm)?

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I remember having such a hard time with this in the candy level in GS2 lol. If I approached it at the right angle while strafe-running, it would work, but it took me like twenty tries. Replaying the level each time because I played without quicksaving.

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2 hours ago, Salahmander2 said:

Disable wallrunning in the compatibility settings. 

This worked! I tend to play with strict Boom settings where it is on btw, that's what I meant earlier. Though why does wallrunning mess things up for those blocks I wonder?

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17 hours ago, NuMetalManiak said:

This worked! I tend to play with strict Boom settings where it is on btw, that's what I meant earlier. Though why does wallrunning mess things up for those blocks I wonder?

Generally speaking, you should leave the compatibility settings to Zdoom or Default for modern TCs since many elements that have been added later to Gzdoom (In this case it's the ThrustThingZ function) don't play nicely with vanilla settings and behaviors

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