What the heck...
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What the heck...
E4M1 grabbing the red skull key through the gate seems impossible on Zdoom...did they mess with the game on this source port?
RE: What the heck...
You probably need to enable the "Plasma bump bug" in the compatibility menu.
RE: What the heck...
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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RE: What the heck...
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.
RE: What the heck...
That's too much of an overreaction, especially since you're new to the port.
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RE: What the heck...
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.
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...
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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RE: What the heck...
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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In fact, I hate Kelvins, and humans too, because they are carrying nearly 300 of them EVERYWHERE!
In fact, I hate Kelvins, and humans too, because they are carrying nearly 300 of them EVERYWHERE!
RE: What the heck...
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.
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.
"I want to learn French. Hope I'm taught how to gif French kiss."
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RE: What the heck...
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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In fact, I hate Kelvins, and humans too, because they are carrying nearly 300 of them EVERYWHERE!
In fact, I hate Kelvins, and humans too, because they are carrying nearly 300 of them EVERYWHERE!
RE: What the heck...
They aren't flags in normal doom they are bugs, oversights or engine limitations >_>
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RE: What the heck...
Yes, I think it's wallrunning that's preventing it from working.
The BFG grab in e4m2 seems to work though
The BFG grab in e4m2 seems to work though