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map07 tag 667

 
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Krawa
There is a limit


Joined: 23 Nov 2008
Location: #SDA

PostPosted: Sat Oct 08, 2011 7:08 pm    Post subject: map07 tag 667 Reply with quote

There is a special function of the DooMII engine with map07 and tag 667. This function has a known problem, that the floor could raise double.
Some PWADs use the map07 special. If it happens, that the last Arachnotron dies while the death animation of the second last is active, the map could be ruined because sector tag 667 raises double hight.
ZDaemon has this problem, too.

Doom Wiki: http://doom.wikia.com/wiki/Tag_667

Btw it is also possible to use that feature with mapinfo "map07special" http://zdoom.org/wiki/MAPINFO_%28old_format%29

Demo wad (map07): http://krawaserv.dyndns.org/demowads/tag667_demo.wad

I know, this problem is an oldschool "feature", but I think no mapper ever used the problem as function. It is just annoying when it happens.
I think this problem should be fixed in ZDaemon.

Opinions?


Screenshots:


Last edited by Krawa on Fri Jul 20, 2012 6:33 pm; edited 1 time in total
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dewww
God like!


Joined: 29 Dec 2006

PostPosted: Sat Oct 08, 2011 10:49 pm    Post subject: Reply with quote

how do you think it should be fixed? nightmare skill/respawn flag allows you to raise that sector to sky high heights, should the fix concern just the synchronous death case?
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Sr69Mm-jC
Unstoppable!


Joined: 21 Jul 2011

PostPosted: Sat Oct 08, 2011 10:57 pm    Post subject: Re: map07 tag 667 Reply with quote

[XXX]Krawa wrote:
I know, this problem is an oldschool "feature", but I think no mapper ever used the problem as function.

You can't know this for sure. That's the problem.
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Krawa
There is a limit


Joined: 23 Nov 2008
Location: #SDA

PostPosted: Sun Oct 09, 2011 12:04 am    Post subject: Reply with quote

I think the "feature" that you can raise tag 667 multible is 99.999999% a problem in a client / server doom port and not a feature. It just ruins the map and you can't exit.
So raising tag 667 should just work once regardless of whether nightmare or syncronous death.
I think it is better when it works like the original idea of raising "one step" and not open for hacks. A bit like the ouch face.
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Sr69Mm-jC
Unstoppable!


Joined: 21 Jul 2011

PostPosted: Sun Oct 09, 2011 12:48 am    Post subject: Reply with quote

[XXX]Krawa wrote:
It just ruins the map and you can't exit.

The Doom Wiki wrote:
Sometimes, if the last two Arachnotrons on MAP07: Dead Simple are killed such that the last one dies before the death animation for the first one has finished, the step to the exit switch rises twice, placing it too high for the player to step onto. The level can still be completed by straferunning to the step from one of the square metal platforms, if lowered.

Just sayin'...
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jacky40411
On a Rampage!


Joined: 21 Jul 2010
Location: Taipei, Taiwan.

PostPosted: Sun Oct 09, 2011 12:38 pm    Post subject: Reply with quote



Do you mean this bug?[/url]
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Madgunner
Dominating!


Joined: 23 Nov 2003
Location: Atlanta,GA

PostPosted: Sat Feb 11, 2012 9:44 pm    Post subject: Reply with quote

I'd be willing to try and make a patch to fix this bug, but I need to know, is there any map out there that actually needs this bug to be playable? As far as I know, every map that utilizes tag 666 and 667 becomes unplayable when this bug occurs, so I think it would be safe to force this fix rather than use an unnecessary dmflag/setting for compatibility. Any objections?
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Krawa
There is a limit


Joined: 23 Nov 2008
Location: #SDA

PostPosted: Fri Jul 20, 2012 6:33 pm    Post subject: Reply with quote

Many Boom-style and doom2 format wads use the tag-667-feature.
Here is a bit freaky workaround: http://krawaserv.dyndns.org/wads/tag667_workaround.zip
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phenex2
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Joined: 10 Jan 2008

PostPosted: Wed Feb 06, 2013 10:36 pm    Post subject: Reply with quote

well ... it is vanilla behaviour :p
changing it might introduce other side effects.
hosts that want to fix it should use the wad from krawa.
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