Deathmatcher Posted July 30, 2011 Me and my brother are cooping through KDIZD and we're absolutely stuck in the twin bruiser room. We killed 3 demons there and - nothing happens. We shot and pressed every wall in there. I even went and loaded the map into DoomBuilder. Seems that the "bruiser fight" is triggered by script 104 but I cannot find a triggering line or whatever. Any help would be greatly appreciated. 0 Share this post Link to post
Deathmatcher Posted July 30, 2011 That does absolutely nothing. I stepped on it, shot it, jumped on it, tried pressing use on the candles,.... 0 Share this post Link to post
Marnetmar Posted July 31, 2011 Wait, did you actually kill the bruisers yet? If so the walls should crumble down like usual. 0 Share this post Link to post
Deathmatcher Posted July 31, 2011 No. The bruisers won't appear. No matter what I do in that room. 0 Share this post Link to post
Marnetmar Posted July 31, 2011 Are you on the part where you just got back from the hell area? Or before that? 0 Share this post Link to post
Deathmatcher Posted July 31, 2011 Just got all keys, entered the 3-keyed-door, jumped over the lava, up with the elevator to the bruiser room. 0 Share this post Link to post
Marnetmar Posted July 31, 2011 A group of demons, hellknights and barons should appear. Try going back into the hallway, you'll see two teleporters on the other end. Take those. They lead to the same place but you may get different results. 0 Share this post Link to post
Deathmatcher Posted July 31, 2011 They appeared when I started a new game and godmoded to the room. So I guess something bugged out in our savegame. :( 0 Share this post Link to post
RightField Posted July 31, 2011 kdizd is filled with bugs in co-op. Especially z1m8. I had problems on that maps as well when I played it with a friend some time ago. 0 Share this post Link to post
Du Mhan Yhu Posted July 31, 2011 Yeah I remember it having some bugs. Game breaking bugs at that, they seem to show mostly in coop. 0 Share this post Link to post
Deathmatcher Posted July 31, 2011 Something that added to our problem was that we couldn't run back after dying, because some flesh wall is blocking the passage once you get to the bruiser room. Given the enormously high level of detail, some thought could have been put into coop teleporters or the like, especially since the text file says coop supported. :( We ended up editing the level and moving the player starts closer to the bruiser room, then using a cheated singleplayer save game - just to be able to actually complete the level in coop. (not a kdizd rant, though, if any contributor is reading this. We massively enjoyed it apart from the coop issues!) 0 Share this post Link to post
Du Mhan Yhu Posted July 31, 2011 Deathmatcher said::( We ended up editing the level and moving the player starts closer to the bruiser room Don't you need permission from the authors to do that? 0 Share this post Link to post
Marnetmar Posted July 31, 2011 skaman86 said:Don't you need permission from the authors to do that? Only if you release the modified wad publicly. 0 Share this post Link to post
Vader Posted July 31, 2011 Deathmatcher said:Something that added to our problem was that we couldn't run back after dying, because some flesh wall is blocking the passage once you get to the bruiser room. Given the enormously high level of detail, some thought could have been put into coop teleporters or the like, especially since the text file says coop supported. :( Hmm, I recall that we set up a script to move the player starts once the flesh wall lowers and another time when the floor before the bruiser room sinks into the lava... either the script doesn't work properly or my memory doesn't serve me right. 0 Share this post Link to post
Gez Posted July 31, 2011 Vader said:Hmm, I recall that we set up a script to move the player starts Does that even work? 0 Share this post Link to post
printz Posted July 31, 2011 Marnetmar said:Only if you release the modified wad publicly. Wasn't original Doom.wad a target for pirates doing this? 0 Share this post Link to post
Deathmatcher Posted August 1, 2011 Maybe the script does not work for player start #2. We messed around kind a bit with savegames, so I cannot say for sure anymore. ...And obviously I didn't upload a changed .wad to the internet. :P 0 Share this post Link to post
Vader Posted August 1, 2011 Gez said:Does that even work? Seems like it doesn't, but the script is actually there, I just checked it again://///////////////////// // Checkpoint system // // By BioHazard // /////////////////////// int checkpoint = -1; script 220 (int set, int save) { if (GameType() == GAME_NET_COOPERATIVE) { checkpoint = set; //hudmessagebold(s:"checkpoint ", i:set+1, s:" reached";HUDMSG_PLAIN,0,CR_GRAY,0.5,1.0,2.5); } ELSE if (save) { autosave(); } } script 221 respawn { if (GameType() == GAME_NET_COOPERATIVE) { if (checkpoint != -1) { hudmessage(s:"warped to checkpoint ", i:checkpoint+1;HUDMSG_PLAIN,0,CR_GRAY,0.5,1.0,2.5); teleport((17000+(checkpoint*8))+playernumber()); } } } script 222 (int point){ int i=0; for(i=0;i<8;i++){ thing_move(1200+i,(17000+(point*8))+i); } } int tag_tid[9][2]; Don't ask me how this is supposed to work though, I'm absolutely no ACS-Guru :P 0 Share this post Link to post
Gez Posted August 1, 2011 The thing to keep in mind is that player starts aren't actors. When the map is loaded, the engine transforms the player start things into a series of coordinates for each player (and spawns voodoo dolls if there are extra starts). The player start things are then discarded. That's why you can't use skill level filters on them, by the way. And that's also why you can't set their height to put them above a 3D floor or whatever. The usual workaround is to teleport the player after (re)spawning because you can actually set a teleport destination's skill filters and Z-height, and you can move it with a script. 0 Share this post Link to post