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Weird "things" collision in zdaemon

 
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boom_compatible
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Joined: 06 Sep 2020

PostPosted: Sun Aug 21, 2022 12:14 am    Post subject: Weird "things" collision in zdaemon Reply with quote

We had a problem on TNS 575(Altars of Madness) on map12 near the exit area.


The normal behavior:
Killing the cyberdemon, a looped barrel will teleport to the cyberdemon's sector and a voodoo doll that was previously blocked by the barrel will cross a line that opens a door for the barons and cacodemons to teleport to the last area. Access to a switch will be unlocked to be used by the player to lower a sector and finally go to the exit.

This clever system works fine at first glance, but it will start to fail after some time.

The WAD below is an example of what happens.
http://0x0000.space:9666/aom-map12-issue.wad

1- if you rush to kill the cyberdemon, the barrel will teleport, the voodoo doll will cross the line and the exit will open. (as expected)

2- if you stay close to the brick wall and wait ~4 mins, the voodoo doll will end up blocking the barrel breaking the map.
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boom_compatible
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Joined: 06 Sep 2020

PostPosted: Sun Aug 28, 2022 8:59 pm    Post subject: Reply with quote

Some notes:

Increasing barrel speed breaks the map faster (96du, 128du...)

Slowing down takes longer to break (32du, 48du...)

But using exactly 16du for barrel speed, the map stops breaking and everything works as expected
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Joined: 01 Jun 2002
Location: United Kingdom

PostPosted: Mon Aug 29, 2022 3:34 am    Post subject: Reply with quote

Anything involving Voodoo Dolls tends to invariably result in an interesting case..

However in this instance, was this tested in both multiplayer and singleplayer modes in ZDaemon?

If so, were there any differences between the two? More expected behaviour in one than the other?
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