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Grazza
Quaerere Verum


Posts: 9745
Registered: 07-02



Gusta said:
For me this is a typical doom engine bug when exactly north-south or east-west trigger linedefs simply doesn't work while player is strafing over them.
No, the teleport linedef actually ceases to function, as if it were a once-only teleport that has been used. It is not a case of the player skipping the linedef. You can see this by viewing the automap at this stage of the demo.

Old Post 11-18-07 09:28 #
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Kristian Ronge
Senior Member


Posts: 1820
Registered: 11-03


Sensational demo so far! Very well done, Jongo! :-D

I tried the map 18 trick and it seems to work every time. I have no idea why this works, though. My first guess (the linedef becomes "normal" the same tic that the floor of the sector from which the Arch-Vile is teleported has reached the height of the floor of the adjoining sector) turned out to be wrong, as it occurs some two or three tics before.

Old Post 11-18-07 11:15 #
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TimeOfDeath
Junior Member


Posts: 199
Registered: 06-06


Really nice runs, indeed! Fun stuff.

Old Post 11-18-07 12:35 #
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evocalvin
Warming Up


Posts: 23
Registered: 06-07


fantastic run !!!!!!!jongo :))))
the whole movie isvery impressive, especially map07,14 and 22
look forward to seeing your complete HR Speed movie :-D

Old Post 11-18-07 13:40 #
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RjY
anARCHy


Posts: 355
Registered: 05-02



jongo said:
By the way, i would really like to listen to some explanations about what happens in the end of map18 - why does this linedef stops working. I noticed it accidentaly, used it, but dont have any technical explanation about it.
Just another unlikely combination of Doom's counter-intuitive gameplay behaviour. :)
  1. P_CrossSpecialLine (p_spec.c) accidentally allows certain types of projectile to activate walk-triggered linedefs that allow monsters.
    (Instead of just testing the MF_MISSILE mobj flag like you'd expect, the code explicitly disallows a particular list of mobj types -- all the projectile types in Doom. Obviously it was never updated for Doom 2. I think this shows P_CrossSpecialLine was written long before they thought of adding the MF_MISSILE flag.)
  2. So P_CrossSpecialLine calls EV_Teleport (p_telept.c) in which all projectiles are immediately rejected. (by testing MF_MISSILE)
  3. Nevertheless, P_CrossSpecialLine will still consume any single-use linedef, even when the linedef action fails. This is only the case for doom2.exe - this particular behaviour is fixed in Boom.
telemissile.wad.gz - small wad to illustrate the effect. Run it in doom2.exe compatibility mode and watch the linedefs change colour on the automap.

Old Post 11-18-07 19:02 #
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Searcher
Senior Member


Posts: 1171
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In map 18 I noticed that if you hug the right hand wall leading to the exit door; as you enter the area of the teleport line you will very often not get teleported. I never really tried to strafe thru it. Glad to know that that may work as well.

I love map 18 and play it at least several times per week. In fact, I enjoy hr more than hr2, but both are excellent.

And BTW, kick ass run in there. Thanks.

Edit:typo

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Old Post 11-18-07 19:11 #
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Ryback
Member


Posts: 265
Registered: 06-01


Excellent run. I watched it once straight through and then once at 50% so I could work out what happened :)

Old Post 11-19-07 08:20 #
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Grazza
Quaerere Verum


Posts: 9745
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RjY said:
... the code explicitly disallows a particular list of mobj types -- all the projectile types in Doom. Obviously it was never updated for Doom 2.
So you're saying that revenant and mancubus fireballs will always cancel single-use teleporter lines in Doom2.exe? Or, more generally, cancel all single-use special linedefs, without triggering them? That sounds like quite an exploitable new insight.

Old Post 11-19-07 08:57 #
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RjY
anARCHy


Posts: 355
Registered: 05-02



Grazza said:
So you're saying that revenant and mancubus fireballs will always cancel single-use teleporter lines in Doom2.exe?
Arachnotrons, boss spawn cubes, and maybe others as well. I just tried carrying an archvile fire over the line at the end of hr18 but it didn't work. I guess it's because vile fire isn't governed by the same movement code as everything else.

Or, more generally, cancel all single-use special linedefs, without triggering them? That sounds like quite an exploitable new insight.
Not all of them. Just walk triggers that can be activated by monsters. You only really have 4 (W1 open door), 10 (W1 lower lift), 39 (W1 teleport) and 125 (W1 teleport monsters) It's not that great, or someone else would have exploited it already :)

Last edited by RjY on 11-19-07 at 22:04

Old Post 11-19-07 21:58 #
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myk
patron mod of ugly ducklings and black sheep


Posts: 10441
Registered: 04-02



Grazza said:
Or, more generally, cancel all single-use special linedefs, without triggering them?
I doubt it; if I'm not mistaken, only a couple of teleporter lines are both single use and monster allowing.

Old Post 11-19-07 22:05 #
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jongo
Green Marine


Posts: 46
Registered: 07-07


Probably my last tools-assisted demo for HR. I have built map30 Nightmare speedrun in 0:09 using a quadruple AV jump.
I seem to have problems with webspace again, so i just attached it.

Attachment: hn30-009.zip
This has been downloaded 28 time(s).

Old Post 12-01-07 12:21 #
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Schneelocke
Forum Regular


Posts: 744
Registered: 06-03



jongo said:
Probably my last tools-assisted demo for HR. I have built map30 Nightmare speedrun in 0:09 using a quadruple AV jump.
I seem to have problems with webspace again, so i just attached it.



Wow. :) Has there ever been a demo featuring a quad archie jump before?

Old Post 12-01-07 18:07 #
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