Maes
I like big butts!

Posts: 8664
Registered: 07-06 |
I recently encountered a similar problem with my Obituary repackaging, which caused the yellow key pillar to rise too high above the surrounding platforms, unless I used a proper complevel (in prBoom+) or toggled "Use Doom's method for finding shortest texture" on in ZDoom and derivatives.
This behavior is caused by the fact that the iterator functions that search for the lowest/highest floors around a sector have a lowest/highest cap (e.g. a height of -500) and anything under it is considered "low enough", for whatever reason). Boom modifies this by placing the lower cap at SHORT_MIN (-32 K) but this of course breaks some Doom maps and, viceversa, most Boom maps will break in vanilla Doom (or in limit removing but not Boom compatible engines, e.g. MOchaDoom, Doomonstration Games yellow key gizmo doesn't work using the Boom method).
Something related with the TNT MAP30 stairs, in Mocha Doom I discovered that looking at them caused a solidsegs overflow during the BSP tree trasversal, which is asymptomatic (?) in vanilla. Interestingly, this only happens after the stairs are raised, not before (and led me to bullet-proof EVEN solidsegs, among other things).
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