E1M8B John Romero map and GZDoom 2.1.1

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luka
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E1M8B John Romero map and GZDoom 2.1.1

Post by luka »

Hi!

New Romero map cannot be finished with GZDoom 2.1.1.
In the end, sector with id 666 should be lovered when all Barons are killed.
This behaviour is coded in original Doom specially for E1M8 map and doesn't seem to work with GZDoom 2.1.1 :(

[dwiki]Tag_666[/dwiki]
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Graf Zahl
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Re: E1M8B John Romero map and GZDoom 2.1.1

Post by Graf Zahl »

Works fine for me. I have no idea what you did to break the default setup for E1M8.
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luka
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Re: E1M8B John Romero map and GZDoom 2.1.1

Post by luka »

Well this is not only my problem here guy has the same issue.
It's not related to Brutal Doom because here guy uses different engine and it works correctly.
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Graf Zahl
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Re: E1M8B John Romero map and GZDoom 2.1.1

Post by Graf Zahl »

What precisely did you do? Starting 'gzdoom -file e1m8b.wad' works correctly.
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luka
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Re: E1M8B John Romero map and GZDoom 2.1.1

Post by luka »

I made simple test map with sector tag 666 and it seems that whether it works or not depends on how quickly Baron is killed.
When I use chaingun and frag him with single mouse down, it doesn't work. When I use several mouse clicks, it works.
Chaingun in Brutal Doom seems to kill Baron quicker, thus sector 666 handler not always work.
In short, it seems to be dependant on in what way last Baron is killed. So this is engine bug.
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Graf Zahl
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Re: E1M8B John Romero map and GZDoom 2.1.1

Post by Graf Zahl »

luka wrote:Chaingun in Brutal Doom seems to kill Baron quicker,
I think Brutal Doom is at fault here. It replaces the Baron with its own version which has a broken death sequence - the A_BossDeath call is missing in all but the standard one, and - for most damage types. Depending on how it gets killed, it either works or not.

To get a bit technical, the Chaingun's damage type is CutLess, and here's the corresponding death sequence:

Code: Select all

	Death.CutLess:
        TNT1 A 0
	    TNT1 A 0 A_Jump(128, "Death.Blast")
        TNT1 A 0
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_BossDeath
	    KSA8 A 8
		TNT1 A 0 A_SpawnItem("DyingBaron1")
		Stop
Note the A_Jump in the second line. It jumps to somewhere else, namely here:

Code: Select all

		Death.Blast:
	Death.SSG:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 AAAAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath2b", 45, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath3b", 45, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeathBrain1", 60, 0, random (0, 360), 2, random (0, 160))
        BDSS PQRSTU 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		BDSS VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random (0, 360), 2, random (30, 110))
		BDSS V -1
        //TNT1 A 0 A_SpawnItem ("DeadKnightHalfDown", 1)
		Stop	
You'll see that it does not contain an A_BossDeath call, meaning if the baron dies that way the special won't be triggered.

It should be noted that overall the DECORATE in Brutal Doom is very, very broken, and produces an endless amount of glitches in just the right situations. If you find a bug using Brutal Doom, you should always cross-check if it also happens without it.
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