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The DWIronman League dies to: Jenesis


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2 hours ago, NightFright said:

Excuse the epic bump, but you guys mentioned a problem with tag 667 in MAP07 here and I just encountered that one by myself. Is that a map bug and if so, was it ever fixed? The map is not included in Jimmy's fix file (jenefix.wad), so I was wondering if anybody ever looked into it.

I think 40oz had killed two arachnotrons at the same time, it's not a local bug. Or, well, that's what supposedly happened, as 40oz's demo desyncs right at the start of MAP05.

Edited by NaZa
quote cuz new page

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I see. That would explain why the bug happened to me during the first attempt and not the second one. If you kill two Arachs at once, the step in front of the blue key basically gets raised twice, making it impossible to use it to reach the platform with the key.

Edited by NightFright

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This is a Doom engine bug, you could also have that problem happen in the original Dead Simple map. I am not knowledgeable in map making with this game but would there be a way that you'd only trigger a rising sector once or is such a thing impossible?

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37 minutes ago, PsychEyeball said:

This is a Doom engine bug, you could also have that problem happen in the original Dead Simple map. I am not knowledgeable in map making with this game but would there be a way that you'd only trigger a rising sector once or is such a thing impossible?

In vanilla, no the behavior and trigger is hardcoded as part of the A_BossDeath codepointer. No attempt was made to make that changeable in dehacked so nothing really exists until you get to the Zdoom and MBF21 features.

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1 hour ago, NightFright said:

I see. That would explain why the bug happened to me during the first attempt and not the second one. If you kill two Arachs at once, the step in front of the blue key basically gets raised twice, making it impossible to use it to reach the platform with the key.

1 hour ago, PsychEyeball said:

This is a Doom engine bug, you could also have that problem happen in the original Dead Simple map. I am not knowledgeable in map making with this game but would there be a way that you'd only trigger a rising sector once or is such a thing impossible?

 

Not quite at the same time (which would be a lot easier to make happen by accident), but staggered so there's enough time for the floor to raise twice but under the A_BossDeath window. In Dead Simple and in Jenesis m07, the overall window is between 16 tics and 55 tics. 

 

If the floor takes a sufficient time to raise because the lower texture height that governs raise distance is taller (like a bridge rising 64 or 128 units, rather than a step rising 16 units as in those maps), then there might not be a window at all. I don't know exactly. 

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Sounds like something that ports with bugfixing on their agenda might want to address. I mean, it's rare to occur, but when it does, you might get stuck on a map without knowing why.

 

I cannot imagine a scenario where this behavior might be intentionally exploited in a user map, so solving this shouldn't break any release that's out there. But well, if it's unresolved for so long, I guess there's a reason for it...

Edited by NightFright

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DEAD: Map05

Category: 2 (non-blind, but also stupid)

Time of Arrival: 48:04s

Kills: 94/98

Time of Death: 57:13s

Cause of Death:

 

This lift is not a lift.

unknown.png

 

noisy_jenesis_ironman2.zip

Edited by NoisyVelvet
removed comment on weird quirky intermittent forum behaviour about the first page of this thread :)

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8 hours ago, NoisyVelvet said:

DEAD: Map05

Category: 2 (non-blind, but also stupid)

Time of Arrival: 48:04s

Kills: 94/98

Time of Death: 57:13s

Cause of Death:

  Hide contents

This lift is not a lift.

unknown.png

 

noisy_jenesis_ironman2.zip

You're a little bit late here ;)

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