j4rio Posted February 15, 2013 Check this - for boom. Is it, like, known, or something? 0 Share this post Link to post
Vermil Posted February 15, 2013 Up until Doom 1.2 or so, all projectiles could trigger Wx lines. After 1.2 this was changed in the source code by adding a list of exemptions to the relevant code, that made certain mobj types unable to trigger them, namely Doom1's projectiles. EDIT: No longer sure about the below as I've just tested in Doom2.exe 1.9 and found the Mancubus projectiles don't trigger the line. Unfortunetly, this list was never updated for Doom2's projectiles so even in 1.9, they can trigger Wx lines. Most source ports add Doom2's projectiles to this list. 0 Share this post Link to post
j4rio Posted February 15, 2013 Cool. Whoever invented that made me waste a truckload of my already limited time on earth. Urgh. 0 Share this post Link to post
abyrvalg Posted February 15, 2013 I used similar thing in map18 of hell revealed TAS, with revball triggering W1 teleport near the exit. Stumbled upon it randomly, then RjY explained what happened in this post. 0 Share this post Link to post
printz Posted February 15, 2013 So what are the rules? Can W1-open-door-once be triggered by _some_ projectiles? Does ZDoom follow the same rules? Can such trickery be used for rare secrets in Doom? 0 Share this post Link to post
CRAZY_ENZO Posted February 15, 2013 From what I gathered in the older thread, it doesn't trigger them, but it cancels them. 0 Share this post Link to post
Graf Zahl Posted February 15, 2013 id was stupid when 'fixing' this. Instead of using a whitelist of actors allowed to trigger these lines they just added a blacklist - that was incomplete. All Doom-2-added projectiles are not on the blacklist. In ZDoom most of this has been fixed by implementing sane semantics for what allows to trigger a walkover action. This means, a projectile is classified as such not by being of a specific type on the blacklist but by actually checking for the MF_MISSILE flag - just what id should have been doing all along when checking this. 0 Share this post Link to post
Ribbiks Posted February 15, 2013 interesting, on cl9 the manc shots close the door, but nothing happens on cl2 0 Share this post Link to post
Vermil Posted February 15, 2013 In Vanilla Doom, Doom 2 projectiles use up, but don't activate single use trigger types. Doomsday deliberetely restored this behaviour in Doom, in 1.9. But in Boom, Doom 2 projectiles use up and activate single use triggers? 0 Share this post Link to post
Tristan Posted February 15, 2013 Vermil said:EDIT: No longer sure about the below as I've just tested in Doom2 and found the Mancubus projectiles don't trigger the line. IIRC, the Mancubus fireball was present in the first Doom. 0 Share this post Link to post
Orangestar Posted February 15, 2013 But Weren't there no Mancubuses (Mancubi?) in Doom 1? 0 Share this post Link to post
Graf Zahl Posted February 15, 2013 Eris Falling said:IIRC, the Mancubus fireball was present in the first Doom. It was added in 1.666. We are talking about 1.2 code here. 0 Share this post Link to post
printz Posted February 15, 2013 Vermil said:In Vanilla Doom, Doom 2 projectiles use up, but don't activate single use trigger types. All of them? Doesn't that mean that one-time permanent effects (such as floors lowering to reveal new areas) can break the game if hit by anything such as highly spread Mancubus or Arachnotron shots? It has never happened to be stuck because of this, though, so I doubt it applies for all of them. EDIT: sorry, I read the thread now and it only happens on the monster activateable, which are teleporters, repeatable lifts (no harm) and (!!!) W1 - door open wait close. You can practically make an encounter random or a secret ultra-rare by exploiting this (did Doom 2 projectiles pass here? YOU FAIL, no SOULSPHERE FOR YOU) 0 Share this post Link to post