ClumsyDoomer Posted August 8, 2016 ZDaemon, TVR map25. Not a demo though. This kind of "void glide" works at every direction (in zdaemon, obviously), BTW. 0 Quote Share this post Link to post
Aqfaq Posted September 7, 2016 Hell Revealed II map 12. Weird revenant. How can it climb onto a bridge like that?h2t12-weird-revenant.zip 0 Quote Share this post Link to post
Tristan Posted September 7, 2016 Those are actually invisible floors that raise when you want to walk over the bridge, and lower to floor level when you want to walk under. A vanilla compatible way of simulating 3D, but in this case a revenant walked under the bridge just as you crossed the line to raise the floor. There should be block monster lines to stop this happening, but looks like they forgot to put them with this one. The lines I've highlighted next to the other bridge all have the block monster flag, notice how the one you died on doesn't. A simple mapping oversight, but an entertaining one nevertheless :P 0 Quote Share this post Link to post
RjY Posted September 11, 2016 j4rio said:getting stuck inside solid wall Falling through the wall happens at tic 11035 in P_ThingHeightClip. 1 onfloor = (thing->z == thing->floorz); 2 P_CheckPosition (thing, thing->x, thing->y); 3 // what about stranding a monster partially off an edge? 4 thing->floorz = tmfloorz; 5 thing->ceilingz = tmceilingz; 6 if (onfloor) 7 { 8 // walking monsters rise and fall with the floor 9 thing->z = thing->floorz; 10 } 11 else [...] We're in P_ThingHeightClip because you are in a moving sector: the large door north of the blue key, sector 101, hasn't quite finished opening yet. Things in moving sectors are passed to P_ThingHeightClip every tic to keep them within bounds as floor and ceiling heights change. Sector 101 also defines your floor height, even though you are mostly not in it. You are hanging over the ledge, with your centre in sector 32, whose floor height is much lower. However you are still on the floor in the sense of line 1, so later at line 9 your z-position will be set to rise or fall with the floor. The new height is obtained from P_CheckPosition, which calculates tmfloorz as a side effect. You fall through the wall because somehow a "wrong" value for tmfloorz was calculated. tmfloorz is calculated as follows. P_CheckPosition does two blockmap iterations, first over things, then over lines. tmfloorz starts as an estimate of your floor height, obtained from the floor height of the sector at your centre - in this case sector 32. The lines check may then raise it if you are overlapping any sectors with a higher floor. In particular, this will find sector 101. In the end, tmfloorz should be the highest floor underneath you. P_ThingHeightClip can safely move you to that height. However, P_CheckPosition's main purpose is to determine if there are any obstacles to a thing moving to a given x,y coordinate. If an obstacle is found, P_CheckPosition thinks its main purpose is complete; it can stop processing, and return false, without finishing calculating tmfloorz. How could this happen? P_ThingHeightClip assumes, not unreasonably, nothing is blocking you at your current position (note at line 2 it calls P_CheckPosition with the thing's own x,y coordinate, and ignores the return value). But it hasn't taken the pain elemental's actions into account. The pain elemental has coughed up a lost soul, which is immediately killed because you are occupying the space. But it remains solid briefly, with you stuck inside it. P_CheckPosition's things check detects the dead-but-still-solid lost soul as a blocker and exits early, before reaching the lines check. On return to P_ThingHeightClip, tmfloorz remains at its initial value, the floor height of sector 32, to which you instantly drop, embedded in the wall. 0 Quote Share this post Link to post
4shockblast Posted October 24, 2016 Another stuck inside wall demo, this time a baron gets stuck in the outer wall of a pit. Happens during my FDA of a wad I randomed to called VOODOO. -skipsec 10:45 to see baron getting stuck.voodoo_fda_shock.zip 0 Quote Share this post Link to post
Keyboard_Doomer Posted October 24, 2016 Seems to be just a node builder error there. Player can fall into the ground in the same place as well. 0 Quote Share this post Link to post
Memfis Posted January 14, 2017 A Doom: Damnation demo. At 3:30 a radiation suit leak happens twice in like one second. Very unfair!ddamn0.9_12_mem_fda.zip 0 Quote Share this post Link to post
vdgg Posted September 26, 2017 (edited) Plays back with TTP.wad ("fixed") -skipsec -10 and I have no idea what happened. Tried IDDTx2 and a level editor. A rocket hit against... something which is not there. @RjY ttp-excuseme.zip Edited September 26, 2017 by vdgg 1 Quote Share this post Link to post
baja blast rd. Posted September 26, 2017 That's amusing. I was able to IDCLIP on to it as well.  Spoiler  1 Quote Share this post Link to post
Memfis Posted September 26, 2017 Wow, that's unlucky. If you look in GZDoomBuilder->Nodes Viewer Mode (make sure not to move any vertices), there seems to be a tiny tiny "hole" in the room, probably like 1 unit wide: https://i.imgur.com/tnY9TRW.png I guess this is it. 1 Quote Share this post Link to post
RjY Posted September 26, 2017 @vdgg Thanks for the call-out :) My first thought was that it was a bug from the dehacked patch creating invisible solid things, then I actually watched the demo and thought somehow the blockmap was screwed enough that the small brown stub in the courtyard was blocking the rocket, but yeah it's most likely what @rdwpa and @Memfis said. Maybe it was built with the same nodebuilder as dna_tech.wad, which has a similar load of invisible walls in an open area; both wads credit DCK as editor used. 0 Quote Share this post Link to post
Killer5 Posted November 27, 2017 Can anyone let me know why I don't take damage sometimes when grabbing the secret soulsphere in the 3 vile/2 baron area in swtw03? I already checked to make sure the sector is marked as damaging. Â Demo (-skipsec 10:45): https://www.dropbox.com/s/3oejgeq9w85vl7i/no_pain_damage_swtw03_complevel9.lmp?dl=0 Â 1 Quote Share this post Link to post
RjY Posted November 27, 2017 2 hours ago, Killer5 said: Can anyone let me know why I don't take damage sometimes when grabbing the secret soulsphere in the 3 vile/2 baron area in swtw03? 10:48+30 == 22 (mod 32) 10:48+31 == 23 (mod 32) 10:48+32 == 24 (mod 32) 10:48+33 == 25 (mod 32) 10:48+34 == 26 (mod 32) 10:49+08 == 3 (mod 32) 10:49+09 == 4 (mod 32) 10:49+10 == 5 (mod 32) 10:49+11 == 6 (mod 32) 10:49+12 == 7 (mod 32) 10:49+13 == 8 (mod 32) 10:49+14 == 9 (mod 32) If I print out the value of leveltime when you were in sector 560 I observe that you were never in it when leveltime was a multiple of 32, which is when damage is taken. At the operative moment you had briefly overrun into the sectors behind (722 and 1941). These aren't damaging, despite having the same black slime flat as their neighbours; presumably a design oversight that worked in your favour. 0 Quote Share this post Link to post
Killer5 Posted November 27, 2017 @RjY Ah I guess I missed that one long sector =x. Thanks! 1 Quote Share this post Link to post
Aqfaq Posted January 12, 2018 I accidentally recorded a run in AV map 17 where a cyberdemon and a chaingunner loop eternally. Their mutual period is such that the cyber always walks 25 steps and then shoots, never hitting the chaingunner. The RNG seems to have died, so I guess this also counts as a rare kill. av17-infinite-looper-cyber.zip 3 Quote Share this post Link to post
Memfis Posted March 2, 2018 Door operated by switches stops working. Plays back with Incineration. sr-break.zip 0 Quote Share this post Link to post
RjY Posted March 10, 2018 On 02/03/2018 at 6:34 PM, Memfis said: Door operated by switches stops working. Plays back with Incineration. sr-break.zip  The player closes the open door sector (sector 41) by pressing line 64, type 42 SR close. A cacodemon is blocked by the closing door sector before it finishes moving. The monster's attempt to move detects line 334, type 1 DR manual door, on the inside. Since this type can be activated by monsters, the cacodemon "uses" it and waits, instead of trying a different move direction. Sector 41 already has an active door thinker from the player's button press to close it, so EV_VerticalDoor merely reverses the direction of motion in the existing thinker. However, the existing thinker has sub-type "vld_close" which is assumed to only ever move downwards - a rising vld_close is not handled. So when the door sector reaches its top height (adjacent ceiling minus 4) it just sits there doing nothing. At this point the switches no longer work, their associated sector is considered active, disallowing further actions on it.  You can "fix" the door by closing it from the inside. The same thing will happen: an active door thinker is detected and its direction reversed. Allow it to close fully so the malformed thinker removes itself, allowing the switches to be used again.  This sort of thing is why I tell people not to mix manual and remote doors, and (for different but related reasons) repeatable and single-use manuals, on the same sector.  nomonsters demo for illustration, on the same map 3 Quote Share this post Link to post
kb1 Posted April 11, 2018 @RjYSome neat analysis skills there :) 0 Quote Share this post Link to post
Memfis Posted May 5, 2018 Trying to shoot with chaingun selects rocket launcher. What the fuck? Â Plays back with Neverest. nvrs-nocg.zip 0 Quote Share this post Link to post
vdgg Posted May 5, 2018 1 hour ago, Memfis said: Trying to shoot with chaingun selects rocket launcher. What the fuck? Â Plays back with Neverest. nvrs-nocg.zip If you play the last part with -recordfromto, does it happen? For me I can switch to the chaingun without a problem, I suspect a key was stuck. The .lmp shows the weapon change key was being pressed at all times, the problem with DRE is that it shows "SG1" for all the weapons except fist/chainsaw and it's the only way I could check it quickly 0 Quote Share this post Link to post
Memfis Posted May 5, 2018 Yeah, it switches with -recordfromto... I guess it was indeed a keyboard/mouse problem. (left mouse button registering as mouse wheel up?) And of course the rocket launcher worked once I had an imp in front of me. :D 0 Quote Share this post Link to post
vdgg Posted January 31, 2019 Eternal Doom, MAP30, -skipsec 81  Normally when you arrive at the red keycard, you need to lower the lift and wait. This time the lift was already lowered for me. It took me quite a while to figure out what happened. There's only one linedef (5481) that triggers the lift, a mancubus fireball got it! Can be useful for TAS UV Max/Speed, as it is a bit unreliable normally. et30-lift.zip 0 Quote Share this post Link to post
elmle Posted February 15, 2019 https://www.doomworld.com/idgames/levels/doom/g-i/ilusory1 Â Maybe not a weird demo, but certainly an unusual one. Void gliding through two walls that have a thickness of about 6 units so you never actually end up in the void. illus33-glides3.zip 2 Quote Share this post Link to post
termrork Posted May 1, 2019 what happened there? clip through a spidermastermind? I was not able to reproduce it... Â Â prboom -file avj.wad avj32fix.wad -playdemo aj0430b -skipsec 660 Â wads: http://doomedsda.us/lmps/1480/avj.zip aj0430b.lmp.zip 0 Quote Share this post Link to post
Looper Posted May 2, 2019 On 5/1/2019 at 12:25 PM, termrork said: what happened there? clip through a spidermastermind? I was not able to reproduce it... Â Â prboom -file avj.wad avj32fix.wad -playdemo aj0430b -skipsec 660 Â wads: http://doomedsda.us/lmps/1480/avj.zip aj0430b.lmp.zip The same thing happens even with smaller monsters, but with spider mastermind it is the most noticeable. I don't know the reason though, but I feel like there's always one side of the big spider being bugged like that, so the player is able to run inside it.... I think it was explained in Doom 1 E3M8 pacifist text-file. 1 Quote Share this post Link to post
JonaG Posted August 25, 2019 I was playing HacX map02 with -nomonsters and this happened. Those windows should work like the ones in Doom 2's map04, but instead they were just stuck and gave out this horrible noise. Volume warning??  hacx02loud.zip 0 Quote Share this post Link to post
Grazza Posted August 25, 2019 (edited) I think what happened is that you skipped linedef 145 and then triggered linedef 41. If the windows don't open and are then told to do the slow crush, they will move up and down zero units (which takes very little time) and make a noise each time they do so. Easy to replicate if you idclip and then just activate linedef 41. Â In Doom2 map04, they start off open, so this can't happen. Edited August 25, 2019 by Grazza 0 Quote Share this post Link to post
Red-XIII Posted September 15, 2019 Hello guys,  I literally have no idea why this void glide happened (if it is a void glide, I was basically like a nazi ghost, almost invulnerable). This is Plutonia map32 nightmare, using doom2.exe version 1.9.  Someone knows anything about it? pn32_what.zip 0 Quote Share this post Link to post
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