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entryway
Senior Member


Posts: 1261
Registered: 01-04


Did you know that map05 works differently without monsters than with them?

There is vanilla compatible demo:

http://prboom-plus.sourceforge.net/lv05nomo.zip

Old Post 07-18-07 22:54 #
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Kristian Ronge
Senior Member


Posts: 1820
Registered: 11-03


Hahahah -- cute! :-)

Old Post 07-18-07 23:07 #
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myk
patron mod of ugly ducklings and black sheep


Posts: 10441
Registered: 04-02


Strange... what causes it?

I noticed that if you don't open that first door that you open in the demo, it doesn't happen.

Old Post 07-18-07 23:11 #
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entryway
Senior Member


Posts: 1261
Registered: 01-04


In legacy 1.42 and Edge1.29 it happens WITH monsters, heh

Legacy:
http://prboom-plus.sourceforge.net/legacy142_map05.zip

I can't show you Edge demo, because it plays back randomly! In the first attempt - by one way, in the second - by another.

Old Post 07-18-07 23:26 #
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DomRem
Mini-Member


Posts: 67
Registered: 06-05


Wow, a very interesting find. I think I've found an explanation for it.

A quick look at the map in an editor shows that both the blue armor and the rocket/shell/cell rooms behind the malfunctioning doors have a tag of 9 - which is shared by the initial door. That door is tagged (and opened) with a "SR Door Open (stay)" linedef.

The two aforementioned rooms are affected by this linedef, but are only adjacent to the closed doors. When the linedef is activated and they try to function as a door and "open", it malfunctions and the ceilings instantly lower to meet the ceiling of the doors. If you IDCLIP after opening the initial door, you'll see that the rooms' ceilings and floors are now at the same height. Because of this, the doors don't open.

The reason this doesn't occur in a normal game is because there are usually monsters standing in these rooms. Just as a normal door jumps up if there's a monster standing underneath it, the same occurs in this situation. If you IDCLIP and kill the monsters first, though, the bugs still functions as it does in -nomonsters.

Old Post 07-19-07 01:17 #
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Vile
The man made of sticks


Posts: 1197
Registered: 06-02


Silly Doom2 and its bugs.

One example: those monster pits in the final room of map28 would confuse new players who try to walk over those spots because they'll get hit from seemingly nowhere, but even better is that in lower skills, those pits are empty... meaning you could fall in and not be able to figure out why you were stuck if you were a new player.

Old Post 07-19-07 03:08 #
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