What the heck...

General discussion of the port and Doom-related chat.
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pleaserespond
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What the heck...

#1

Post by pleaserespond » Sat Mar 29, 2014 4:26 am

E4M1 grabbing the red skull key through the gate seems impossible on Zdoom...did they mess with the game on this source port?

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Marcaek
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RE: What the heck...

#2

Post by Marcaek » Sat Mar 29, 2014 4:35 am

You probably need to enable the "Plasma bump bug" in the compatibility menu.

Cruduxy
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RE: What the heck...

#3

Post by Cruduxy » Sat Mar 29, 2014 9:49 am

Go to compatibility menu and set it to doom.. set it to strict if you really want to play with most bugs -or just go play on chocolate doom- :P
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underbound
 
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RE: What the heck...

#4

Post by underbound » Sat Mar 29, 2014 10:05 am

You are not supposed to grab the skull throught the gate? That might be your issue? But thats just me,I use the building to the key like a normal DooMguy but if you wanna do that its cool.

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Ivan
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RE: What the heck...

#5

Post by Ivan » Sat Mar 29, 2014 10:37 am

That's too much of an overreaction, especially since you're new to the port.
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uggi121
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RE: What the heck...

#6

Post by uggi121 » Sat Mar 29, 2014 11:27 am

Grab is disabled in Zandronum and Zdoom, but I don't know if you can enable it in these ports.

Grab is like grabbing an item through a thin wall. For example, this one in E4M1 and the bfg in E4M2(which you grab by bumping in the wall using SR near the green torch before you make the jump past the blue door) if you want a 20 second exit which I always prefer as it is MUCH easier than the normal, painfully long route.
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RE: What the heck...

#7

Post by Konar6 » Sat Mar 29, 2014 12:22 pm

uggi121 wrote: Grab is disabled in Zandronum and Zdoom, but I don't know if you can enable it in these ports.
Marcaek wrote: You probably need to enable the "Plasma bump bug" in the compatibility menu.
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Absolute Zero
 
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RE: What the heck...

#8

Post by Absolute Zero » Sat Mar 29, 2014 2:27 pm

The Doom (strict) compatibility template is not that strict, wallrunning is turned off when said template is chosen, among other options. This need to be addressed. Is there someone familiar enough with every bit about the vanilla doom, to find the correct compatflag number to be truly strict?
Last edited by Absolute Zero on Sat Mar 29, 2014 2:29 pm, edited 1 time in total.
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uggi121
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RE: What the heck...

#9

Post by uggi121 » Sat Mar 29, 2014 3:33 pm

IIRC, vanilla doom has no flags except for the no monsters and respawn monsters stuff.

Grab, wallrunning, etc. were always possible to achieve no matter what game mode you played on. So it would be very tough to find the actual compat flags, but there was no invul respawn in vanilla doom ofc.
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Absolute Zero
 
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RE: What the heck...

#10

Post by Absolute Zero » Sat Mar 29, 2014 6:31 pm

wallrunning is enabled on most servers, but it is turned off by default in single-player mode. It is turned off in Doom (strict) template as well.
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RE: What the heck...

#11

Post by Cruduxy » Sat Mar 29, 2014 6:52 pm

They aren't flags in normal doom they are bugs, oversights or engine limitations >_>
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pleaserespond
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RE: What the heck...

#12

Post by pleaserespond » Wed May 14, 2014 12:15 am

Yes, I think it's wallrunning that's preventing it from working.

The BFG grab in e4m2 seems to work though

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