Guest Unregistered account Posted February 12, 2014 So I decided to read Memfis' tutorial of how to make an invisible bridge and I realised how easy it was. So then I had some fun making a test map. Then I noticed this. I made another invisible floor on which I placed a Baron of Hell, and when I tested the map, the Baron would remain dormant until either I noclipped into him or fired a rocket into his face. What the hell is going on? Link to the wad: http://www.mediafire.com/download/k969qdizg30n6iy/InvTest.wad AND YES, I REALISE THAT A SINGLE ROCKET LAUNCHER ON ITS OWN IS NOT ENOUGH TO TAKE DOWN A BARON 0 Share this post Link to post
Obsidian Posted February 12, 2014 It's a known quirk about self-referencing sectors that it causes monsters to remain dormant until injured. I believe MAP02 of Requiem uses this feature. 0 Share this post Link to post
Memfis Posted February 12, 2014 Obsidian said:It's a known quirk about self-referencing sectors that it causes monsters to remain dormant until injured. I believe MAP02 of Requiem uses this feature. What are you talking about? Requiem MAP02 doesn't have any self-referencing sectors and on MAP13 you can see monsters on bridges noticing the player normally. Properly used self-referencing sectors definitely shouldn't cause weird stuff like with this baron. I think Joe667's mistake was that he placed him kind of between the normal and the self-referencing sector. Moving him a bit to the right (so that his bounding box is completely inside sector 3) seems to fix this. 0 Share this post Link to post
Obsidian Posted February 13, 2014 Really? Hm, how'd they pull off the dormant Demons in MAP02 then? I was positive they used self-referencing. 0 Share this post Link to post
Guest Unregistered account Posted February 13, 2014 Memfis said:I think Joe667's mistake was that he placed him kind of between the normal and the self-referencing sector. Moving him a bit to the right (so that his bounding box is completely inside sector 3) seems to fix this. Oh, yes! Yup! It does! Ha ha! Exclamation of relief! I feel like an idiot now! 0 Share this post Link to post
Memfis Posted February 13, 2014 For MAP02 most likely they edited the REJECT lump to make the demons blind in these sectors. Some people speculate that the effect wasn't intentional and was caused by some freaky editor bug. I really don't know what to believe here because Requiem has some other very strange effects in some maps, which don't look intentional at all. For instance, on MAP29 there is a weird place near the start where all objects appear very bright from some reason, even though the sector brightness is like 144. 0 Share this post Link to post