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RjY

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  1. RjY

    Guess the map [9th Edition] (NEW HINTS)

    Thus far I have 6 P.S. Thanks to everyone so far for using spoiler tags :) I'm sorry for not doing so that one time.
  2. RjY

    Doom renderer question

    Good question. I wish I understood the renderer better. I do recall a PrBoom commit from 2007 fixing an overdraw issue, perhaps it is relevant: ------------------------------------------------------------------------ r2419 | proff_fs | 2007-01-30 09:13:48 +0000 (Tue, 30 Jan 2007) | 3 lines Added missing clipping. Very noticeable in Doom2 Demo3 in Map 26 in the elevators when you remove the call to R_DrawPlanes. Thanks to SoM for this! diff --git a/src/r_segs.c b/src/r_segs.c index 67e5e8b7..cb30b75b 100644 --- a/src/r_segs.c +++ b/src/r_segs.c @@ -298,6 +298,8 @@ static void R_RenderSegLoop (void) ceilingplane->top[rw_x] = top; ceilingplane->bottom[rw_x] = bottom; } + // SoM: this should be set here + ceilingclip[rw_x] = bottom; } // yh = bottomfrac>>HEIGHTBITS; @@ -316,6 +318,8 @@ static void R_RenderSegLoop (void) floorplane->top[rw_x] = top; floorplane->bottom[rw_x] = bottom; } + // SoM: This should be set here to prevent overdraw + floorclip[rw_x] = top; } // texturecolumn and lighting are independent of wall tiers ------------------------------------------------------------------------ On the other hand, the error in your screenshot looks like a broken sector reference, a side of a line facing the wrong sector. If you are willing to post the map, or otherwise verify that it is correct, that would be a useful sanity check. It is hard to debug from screenshots alone :).
  3. RjY

    Things about Doom you just found out

    Yes, you are absolutely right. In vanilla (complevel 2) you cannot break the end of Doom2 map15. In Boom (complevel 9) you can. This is the point I was trying to make. I had previously believed being able to break the end of map15 was a bug in the map. This was incorrect. In fact being able to break the end of map15 was an unfortunate side-effect of Boom's removal of vanilla's restriction of only one active thinker per sector. It illustrates why one must always play a map in the engine / compatibility mode in which it was designed.* Sorry, I feel we are misunderstanding each other, and are really in violent agreement. So let us move on. Also, thank you for finding the link. Honestly you can get an intercept overflow / all-ghosts bug anywhere, even on Doom2 map04 as Ancalagon found. P_PathTraverse can get stuck in a blockmap square due to numerical inaccuracy. If that happens in an occupied square, the things in the square can get added as intercepts up to 64 times each. In such a situation, it is easy to overrun the limit of 128 -- you only need two or three. ____ * A rule that I nevertheless violate constantly. More of a guideline :).
  4. RjY

    Things about Doom you just found out

    No, the other way round. Boom engine physics makes it possible to break the map, because they allow the floor to be activated when the ceiling is still active (or vice versa), whereas vanilla prohibits either plane being activated until the other has completed. Given the importance of facing precisely the correct angle for a successful glide, and the effect of performing melee attacks on that precision, that's quite impressive :). Wait, aren't those two different names for the same thing? Also I can't seem to find the previous post about the first MM, could you link it? I only found one about MM2 map04.
  5. RjY

    Miscellaneous demos (part 3)

    Excellent -- the other shoe drops ;). I had to smile: on top of everything else, a spechit overflow. Fortunately no ill effect. I was surprised you woke the spawner that early. Does that not make it hard to know it is a valid max?
  6. RjY

    Guess the map [8th edition] (THY ANSWERS REVEALED)

    You've stumped me this week.
  7. RjY

    The Official 'Trying to Find a Specific WAD' Thread

    The third appears to be a variation of this screenshot from Trial to Hell
  8. RjY

    question about monster movement

    Sorry, I misremembered, I should have checked. It is actually in P_SpawnMapThing: if (mobj->tics > 0) mobj->tics = 1 + (P_Random () % mobj->tics);
  9. RjY

    question about monster movement

    That's a great question and you're absolutely right on all counts. Monsters only move once per A_Chase cycle. The point, I believe, is to spread the load of monster artificial intelligence over multiple gametics (world updates). Note when P_SpawnMobj creates an actor its first state update is given a random delay. This means only a fraction of the map's monster population is being passed through A_Look or A_Chase per display frame. This lowers the CPU load and helps to keep the framerate reasonable on a 386. The amazing part is how your brain fills in the gaps and makes it all seem smooth. I think this stops happening if you use uncapped framerate in a source port. With the rest of the game using interpolation to update the screen at 60+ frames per second, the monster stepping is thrown into sharp relief. One reason to remain at 35 :).
  10. RjY

    Things about Doom you just found out

    While replaying E2M7: Spawning Vats, I was backtracking for the final secret, when the following thought occurred. Given that: E2M7 has an obscure chain of secrets that ends in a soulsphere. You must press two buttons in out-of-the-way places, one inside another secret area, and requiring a key which is not available until the end of the map. Then twice search the whole of the level to see what if anything the switches did. MAP31 also has an obscure chain of secrets which ends in a soulsphere. Requiring pushing on unmarked walls in the right places, and the presence of mind to carry on searching even when it seems like the chain would have ended ("I just found a secret exit, what more can there be?") And that: MAP31 is a reasonable facsimile of Wolfenstein's first level E2M7 was initially to be Doom's first level Wolfenstein extra lives were initially brought into Doom before the concept of lives was removed and the items replaced with soulspheres I infer that Doom was once intended to have the same initial level feature as its predecessor: a puzzle comprising an obscure chain of secrets where the reward is an extra life.
  11. RjY

    Guess the map [7th edition] (New hints added)

    I was vaguely disappointed by the lack of who-guessed-what in the answers. So I tried to do it myself. . 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 wavy # . . # # . # . . . . # . . . . . . . . . . . . . sifi . . # # # # # . # . # # # . . . # # . # . # # . . vdgg # . . . . . . # . . . # . . . # # . # . . . . # . nmm # # # # # # . # # # # # # # # # . . . . # # . # . rjy # # . . # # . . . # # # # # # . . . # # . . . # # sheprd # . # . # . . . . # . # . . # . . . . . . . . . . reaper # . # . . . # # . . . . . . . . . . . . . . . . . rhhe # . . . # . # . . . . . . . . . . . . . . . . . . silver . . . . . . . . . . . . . . . . . . . . . # . . . lokbst # # . . . . . . . . . . # . . . . . . . . . . . . erzboe # . # . # . . . . . . . . # . . . . . . . . . . . Sorry for any mistakes. Uncertain cases were given benefit of the doubt. @vdgg Just let me write a text file okay here you go, xplanada-hntr-1828.lmp (sorry for continuing to use hosts that do not preserve filenames). No cursing here, I fully agree it is a great secret. It just seems to need superlatively precise movement direction and speed control to avoid bouncing off a vertex, or P_TryMove-ing too far into a thin staircase to keep one's momentum intact, while still moving fast enough to clear the gap. There must be a trick to it that is beyond my skill as a player.
  12. RjY

    Softlock in MAP31: Cyberden?

    Oh. Well in that case I do apologize; I have no other idea what the problem could be :/.
  13. Great idea. Incidentally I've long felt there is a gap in the market for demos that optimize for safety. It's often advised to watch a demo if you are stuck on a hard map, but a player looking for a risk-free strategy is not well served by trying to mimic a speedrun. Also good choice of wad to start with. In particular I found map09, the lonely path through the black void, inspiring to the extent that an attempt to remake it was my first nontrivial mapping project (it failed through overambition). Well done for getting 100% kills, I remember it taking a while to figure out how to knock that one last imp off its tower; shame 100% secrets is impossible due to unavoidable sector special transfers. Finally, map10: I remember there's a point halfway up the stairs from which you can spam rockets and clear the map, but you did it the brave way.
  14. RjY

    Softlock in MAP31: Cyberden?

    It is likely you pressed the switch in the north alcove through the line in front of it, failing to raise the stair. This is a vanilla incompatibility that ZDoom-based ports enable by default. You need to set an option named compat_useblocking / "All special lines can block<use>" or set the game to play in "Doom (strict)" I believe it is called for it to work as intended. The final step is the north one (sector 23). It is meant to rise when you press the lion switch in the north alcove (line 910). However the stair is not raised by pressing that switch, which actually opens the door to its northeast. The stair is raised by crossing an invisible walk trigger a short distance in front of the switch (line 914). In its default configuration ZDoom allows use key presses to pass through walk triggers. In Doom, a walk trigger will block a use key press, so you must cross the line to be able to press the switch; in Boom this is possible but must be explicitly enabled by the map author. Many vanilla maps created in the late 1990s rely on the use-blocking behaviour e.g. to force the player to trigger a trap when reaching for a switch he needs to progress. Unfortunately, the ZDoom developers chose to break this behaviour by default -- there was a good reason, but I forget what it was, maybe because of Hexen? But it led to multiple years of infuriating incompatibilities; vanilla/Boom maps that only worked properly in ZDoom, an occurrence common enough that it gained a name.* ________ * May I say this is delightfully nostalgic -- it must be over a decade since I last had an opportunity to have a moan on Doomworld about ZDoomisms :). To be fair in more recent times the ZDoom-based ports have been much better about adding compatibility options and maintaining an internal database of maps that need them. This is likely why you don't hear about it so much any more. But for a while in the mid 2000s, the combination "made in Doom Builder" and "tested in ZDoom" meant a map was almost certainly broken even if it used no ZDoom-specific features and should be playable in any source port.
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