From: Wim V. <wim...@pa...> - 2001-01-23 21:52:33
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Hi, I forwarde the mail i already sent to Florian who did answer my mail too. You are right i was to fast. Linedef trigger 19 does work. It is when i use the dehacked imp they just stay under the floor and don't move up with the floor. So there is only one problem and it is with the dehacked imps. You just shoot through them you can even walk through them. I am not the only one with the problem, it has been reported to me by a player of my pwad. I use doom2 iwad version 1.9 I have added a zip file with 3 files: - a demo of map05 where you can see that 1 dehacked imp stays under the floor and another dehacked imp i just run and shoot through. - my prboom.cfg - a phthp.dbg file as you asked. Wim ----- Oorspronkelijk bericht ----- Van: "Dirk Vanrie" <dir...@pa...> Aan: "Florian 'Proff' Schulze" <flo...@gm...> Verzonden: dinsdag 23 januari 2001 14:42 Onderwerp: Re: [Prboom-users] Bug?? > Hi, > > I examined it a bit further and i must tell you that the special trick with > linedef 19 indeed works in prboom to. Only when i use the dehacked imp they > dont pop up but the floor > is raised indeed. So there is only 1 problem and it all points down to the > use of a enemy that has been modified with dehacked. > I am sorry i was a bit to hasty. > It is best to go to level 5 to see the problem, You start in the cellar of a > house and you have to go upstairs in the hall there you take the red door > and go upstairs. Just up the stairs you wil notice that a enemy stays stuck > onder the floor when you walk over it. > When you go in the bedrooms you will encounter some other dehacked imps and > you > will notice that you just shoot through them and can just walk through them. > > Wim > > ----- Oorspronkelijk bericht ----- > Van: "Florian 'Proff' Schulze" <flo...@gm...> > Aan: <wim...@pa...> > Verzonden: dinsdag 23 januari 2001 12:49 > Onderwerp: Re: [Prboom-users] Bug?? > > > > Thanks for the bug report, I will investigate it. > > > > Proff > > -- > > Florian 'Proff' Schulze - flo...@gm... > > Homepage: - http://proff.fly.to > > PGP-Key available from - http://www.keyserver.net/en/ > > > > > Hi, > > > > > > I have made a pwad for doom2 and got feedback that there was a problem > > > when playing it prboom 2.1.2. > > > My wad has been tested with boom, mbf, zdoom, legacy and works well with > > > these. > > > There are 2 problems: > > > 1) i use lindef type trigger 19 for the special trick of letting enemies > pop > > > up > > > out the floor. This doesn't work with prboom 2.1.2 > > > 2) i have replaced the ss-soldiers by modified imps with dehacked. > > > These new imps are behaving like ghosts and are invincible. > > > you can find the zipfile of my pwad here: > > > ftp://ftp.cdrom.com/pub/idgames/themes/TeamTNT/return/phthp.zip > > > Maybe this bugs are known but they aren't mentioned on the project page. > > > My pwad needs a boom-compatible source-port. > > > Problem 1 can already be found in level 1 > > > Problem 2 can be found in level 5. > > > > > > Wim > > > > > > BTW: i am not on the mailinglist > > > > > > Wim Vanrie is a Doom Master, > > > a Doom Incubus, > > > a Doom2 Master by rules of DHT6 > > > > > > Wim Vanrie is the creator of: > > > > > > - Rvenge01.wad which can be found at: > > > ftp.cdrom.com/pub/idgames/levels/doom2/Ports/p-r/rvenge01.zip > > > > > > - Phthp.wad which can be found at > > > ftp.cdrom.com/pub/idgames/themes/TeamTNT/return/phthp.zip > > > > > > - Phtga.wad which can be found at > > > ftp://ftp.cdrom.com/pub/idgames/levels/doom2/Ports/megawads/phtga.zip > > > > > > - Terrere1.wad which can be found at > > > http://www.newdoom.com/themole/terrere1.shtml > > > > > > -My homepage is at http://www.newdoom.com/themole > > > > > > > > > > > > > > > > > > _______________________________________________ > > > Prboom-users mailing list > > > Prb...@li... > > > http://lists.sourceforge.net/lists/listinfo/prboom-users > > > > > > > > > > > |