RjY
anARCHy
Posts: 857
Registered: 05-02 |
Anima Zero said:
Did a UV-Speed for Deus Vult map04 in 4:23.
from dv04-423.txt:
There are two switches that can be hit after the bloodfall lowers completely. One is supposed to lower some bars that trap you in the bloodpool area, but by staying pacifist up until you get inside the bloodpool area, they will never ever rise. Weird, but hey, any speedtricks here are most welcomed :).
Okay I had to investigate this. Would you believe that it's the Keens in the secret area, accessible just before you meet the Eye, that are blocking the floor from rising? It's not that you've stayed pacifist, it's that you're in doom2 compatibility mode, and specifically, comp_floors is set. Deus Vult doesn't seem designed for pure Doom compatibility - even though it doesn't use any Boom effects, it relies on Boom's bug fixes to work as the author intended.
When the player runs through the "mouth" into the hall for the first time he trips a linedef that's meant to raise them, but this doesn't happen. The rising bar sectors are disjoint; they have another part over by the monster teleporter holding pens used to control their destination height. Doom starts checking the entire bounding box covering the sector - all 6000x3000-odd units of it - and finds, somewhere in the middle, the Keens, which are the only things in a sector low enough to "block" the rising sector.
Doom goes on checking this huge area over and over again for the rest of the game, thirty five times a second. This is why the framerate drops noticably on my system when the player first runs into the hall. Doom doesn't handle disjoint sectors very well. "ARRGGHHH!!!!", writes Lee Killough, in P_ChangeSector. "This is horrendously slow!!!"
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