Demon
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > [SOLVED] Monster activates despite no LOS in ZDoom
 
Author
All times are GMT. The time now is 09:11. Post New Thread    Post A Reply
Foxpup
Member


Posts: 291
Registered: 09-05


I'm working on a vanilla map which I'm testing in ZDoom (2.6.0 to be specific) as well as vanilla because I know how much ZDoom hates vanilla hackery, and I've hit upon a very strange bug: a Cacodemon activates immediately upon starting the map, despite having no line of sight to the player, as it's on the other side of a closed door around a corner of a solid wall (needless to say, this doesn't happen in vanilla). Oddly, it's just the one Cacodemon that's affected; the other monsters in the area correctly don't activate until they can see or hear the player.

Here's the map (it's only a few rooms so far): www.freewebs.com/foxpup/anomaly.zip The Cacodemon in question is Thing 63 and only appears on easy skill. What on Earth has gone wrong?

UPDATE: I've added more geometry to the map, and the problem went away. I'm leaving the original map up, though, because I'd still like to know what the problem actually was. I don't like weird bugs when I don't know what's causing them.

Last edited by Foxpup on 01-10-14 at 02:58

Old Post 01-09-14 07:59 #
Foxpup is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Shadow Hog
Forum Regular


Posts: 751
Registered: 07-09


I haven't looked at the map, so this is a stab in the dark, but did you join sectors, by any chance? I recall having an issue where you could wake up every monster on the inside of a building, entirely closed to the outside world, from said outside world. Turns out the problem was the sectors I'd used to define the windows; because the heights were the same inside and out, I'd joined the sectors up, and thus the sound was traveling through the undefined space inbetween the inner window and the outer window and into the building.

Long and short of it, if your sound can reach a sector from where you are, without having to cross two "Block Sound" linedefs, then that sound will emanate from wherever else that sector is, even if it's on the complete opposite side of the map, or completely disconnected from the rest of the level entirely.

Old Post 01-09-14 17:45 #
Shadow Hog is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Memfis
Forum Spammer


Posts: 5708
Registered: 04-07


It's just some nodebuilder imperfection if I understand correctly. Happened to me several times: some monster would see me through like 30 walls, then I would edit the geometry a bit and the problem would disappear. I don't think you can't do much to avoid this. Well, maybe using very simple wolfenstein-like level geometry can help. :P

And I guess it happens only in ZDoom because it rebuilds the nodes for its own needs or something.

Here is my old thread about this: http://www.doomworld.com/vb/doom-ed...hic-shotgunner/

Old Post 01-09-14 18:12 #
Memfis is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 11217
Registered: 07-07


ZDoom by default only rebuilds nodes if it actually needs to. This means that either the map's nodes are fucked up and fail the sanity checks so ZDoom goes "what a mess, let's rebuild those instead" or you have turned on the option to make ZDoom always rebuild nodes.

Old Post 01-09-14 18:34 #
Gez is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Blzut3
Member


Posts: 519
Registered: 06-04


Or the textured automap is on and the map doesn't have GL nodes.

Old Post 01-09-14 18:35 #
Blzut3 is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 11217
Registered: 07-07


Aren't the original nodes still used for gameplay anyway, though? Or is the distinction between rendering nodes and gameplay nodes done only in GZDoom?

Old Post 01-09-14 18:43 #
Gez is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Blzut3
Member


Posts: 519
Registered: 06-04


Haven't looked, but if GZDoom does it I assume ZDoom does as well. Still, in my opinion, worth noting for completeness.

Old Post 01-09-14 18:46 #
Blzut3 is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Graf Zahl
Why don't I have a custom title by now?!


Posts: 7769
Registered: 01-03


Let's not forget thst ZDoom doesn't use the nodes for sight checking. Maybe the blockmap has some issues?

Old Post 01-09-14 19:04 #
Graf Zahl is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Foxpup
Member


Posts: 291
Registered: 09-05



Memfis said:
It's just some nodebuilder imperfection if I understand correctly. Happened to me several times: some monster would see me through like 30 walls, then I would edit the geometry a bit and the problem would disappear. I don't think you can't do much to avoid this. Well, maybe using very simple wolfenstein-like level geometry can help. :P

And I guess it happens only in ZDoom because it rebuilds the nodes for its own needs or something.

Here is my old thread about this: http://www.doomworld.com/vb/doom-ed...hic-shotgunner/


Of course! The sleeping sergeant. Linedef 36 appears to be the culprit in my case. I never thought of that because my nodes work okay with vanilla and in any case I thought for sure that ZDoom had fixed that bug. Guess not.

Old Post 01-10-14 02:57 #
Foxpup is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 09:11. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > [SOLVED] Monster activates despite no LOS in ZDoom

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.