elic Posted February 11, 2013 Currently working on a vanilla map in Doom Builder 2, but a strange bug is impending my progress: whenever an action that's supposed to raise or lower a floor to the highest adjacent floor happens, the floor instantly raises to the ceiling. The problem shows up in both Chocolate Doom and PRBoom+. The weirdest thing about this is that it only occurs in one half of the level; whenever I use one of the actions in the other half everything works as its supposed to. Anyone know what could be causing this? 0 Share this post Link to post
traversd Posted February 11, 2013 Sounds like the floor is lower than -512 map units. Those linedef types fail outside -512, 512 map units in height IIRC. 0 Share this post Link to post
Quasar Posted February 11, 2013 traversd said:Sounds like the floor is lower than -512 map units. Those linedef types fail outside -512, 512 map units in height IIRC. Seriously? I've never heard of this before. EDIT: Sure enough. There's a note left in the BOOM source about this. God, all those routines were coded so terribly. 0 Share this post Link to post
gggmork Posted February 11, 2013 a guess, maybe read this: http://www.doomworld.com/vb/doom-editing/62784-putting-action-linedefs-in-the-moving-sectors/ Or maybe you have accidentally joined 2 sectors resulting in more neighboring sectors than you think. 0 Share this post Link to post
Gez Posted February 11, 2013 Quasar said:Seriously? I've never heard of this before. EDIT: Sure enough. There's a note left in the BOOM source about this. God, all those routines were coded so terribly. You mean those? Fixed P_FindHighestFloorSurrounding routine in P_SPEC.C to use MININT as it initialization for the highest search rather than the arbitrary -500 units it did. Fixed P_FindHighestCeilingSurrounding routine in P_SPEC.C to use MININT as it initialization for the highest search rather than the arbitrary 0 units it did. 0 Share this post Link to post
Grazza Posted February 11, 2013 I commented on this type of issue here, where it impacted another wad. Once you're aware of the issue, it's easy enough to find workarounds that avoid the wad becoming port-specific. 0 Share this post Link to post
Quasar Posted February 11, 2013 Gez said:You mean those? And don't forget P_FindNextHighestFloor which would trash the stack if there were too many adjoining sectors. 0 Share this post Link to post
elic Posted February 12, 2013 traversd said:Sounds like the floor is lower than -512 map units. Those linedef types fail outside -512, 512 map units in height IIRC. I raised the height of everything and the actions started working normally. This this was definitely the culprit. Surprised I never heard of this bug before considering how common it must be in maps with steep height differences. Thanks for the help guys! 0 Share this post Link to post
Mechadon Posted February 12, 2013 I had the pleasure of running into this bug for one of my BtsX contributions :P (and someone else ran into it before I did). Before that, I had no idea of its existence. But it definitely made me scratch my head for a few hours. Thankfully though, as Gez pointed out, it is pretty easy to work around. 0 Share this post Link to post