Major Deadly Damage Glitch!
Posted: Sun Oct 06, 2024 4:05 pm
LZDoom and GZDoom do not have this problem.
In map01 of Friday the 13th Jason's Doom, often but not every time you start the map, if you go into the southeast cabin of the lake area, you are rapidly hit and killed by enemies that are nowhere around. It also happened with one of the four cabins around the cave area. I oddly just encountered this for the first time this morning while working on the current work-in-progress version of the mod.
I was using an older v3.2 Alpha of Zandronum. I updated to the latest 3.2. And then I tried the old 3.1. All behave the same.
I went back and tried the Jason's Doom 2.997 release version and then the older 2.996 from last year of Jason's Doom and it still happens but seemingly less frequent.
My theory is due to the complexity of the map, Zandronum is malfunctioning with nodes/blockmap/reject regarding monster line-of-sight/proximity and it thinks the player is within Jason's reach even if he's across the map. Jason has three random starting spots, I'm guessing the malfunction happens with him in two of those three starting areas. IDDT would reveal where he's at.
I tried making another unconnected sector completely encircling the cabin and then on top of its lines being impassible, I set their flags to block monster line of sight, block sound, block sound zone, block everything, and it had no influence.
In the work-in-progress update I'm going to upload soon, map01 has a bunch of Nintendo style zombies on skills 3 and 4 in map01. So when I go into the offending cabin, it's like I'm mauled by a bunch of them even though none are inside any cabin. I turned on the Buddha console cheat so I stay alive with one health and I'm continuously hit around. Their attack is really the demon bite. On other skills the death message says I'm being killed by Jason. With all the zombies in the map, I think it happens every time, for whichever cabin is affected. There's no special sector settings in those cabins. They just have a sector tag 135 for a script changing their textures between day and night. And there's lines activating scripts that teleport the player or Jason while setting variables to keep track of their location in the map, and patrol points to direct Jason on his routes. There's often setGoal lines to assist Jason's path following which also shouldn't affect the player so. I just thought to remove Jason's Lookallaround thing flag, but the zombies don't have that flag, so that's not part of the problem.
I'm aware the map has a lot of tree scenery vertices not aligned with the grid. If I hit align in Doom Builder all kinds of sectors get screwed up so that's not an option. Zandronum is the best of the modern ZDooms for multiplayer and it's a shame if this map can't be played on it.
Here's the latest version of mod:. https://www.moddb.com/mods/friday-the-1 ... source-wad EDIT: Just updated with the zombies added to skills 3 and 4 of map01.
I remember back in the day there were the dos utils Warm or RMB to build reject to save the engine from having to do all the monster line-of-sight calculations. Is there such an option for UDMF maps?
In map01 of Friday the 13th Jason's Doom, often but not every time you start the map, if you go into the southeast cabin of the lake area, you are rapidly hit and killed by enemies that are nowhere around. It also happened with one of the four cabins around the cave area. I oddly just encountered this for the first time this morning while working on the current work-in-progress version of the mod.
I was using an older v3.2 Alpha of Zandronum. I updated to the latest 3.2. And then I tried the old 3.1. All behave the same.
I went back and tried the Jason's Doom 2.997 release version and then the older 2.996 from last year of Jason's Doom and it still happens but seemingly less frequent.
My theory is due to the complexity of the map, Zandronum is malfunctioning with nodes/blockmap/reject regarding monster line-of-sight/proximity and it thinks the player is within Jason's reach even if he's across the map. Jason has three random starting spots, I'm guessing the malfunction happens with him in two of those three starting areas. IDDT would reveal where he's at.
I tried making another unconnected sector completely encircling the cabin and then on top of its lines being impassible, I set their flags to block monster line of sight, block sound, block sound zone, block everything, and it had no influence.
In the work-in-progress update I'm going to upload soon, map01 has a bunch of Nintendo style zombies on skills 3 and 4 in map01. So when I go into the offending cabin, it's like I'm mauled by a bunch of them even though none are inside any cabin. I turned on the Buddha console cheat so I stay alive with one health and I'm continuously hit around. Their attack is really the demon bite. On other skills the death message says I'm being killed by Jason. With all the zombies in the map, I think it happens every time, for whichever cabin is affected. There's no special sector settings in those cabins. They just have a sector tag 135 for a script changing their textures between day and night. And there's lines activating scripts that teleport the player or Jason while setting variables to keep track of their location in the map, and patrol points to direct Jason on his routes. There's often setGoal lines to assist Jason's path following which also shouldn't affect the player so. I just thought to remove Jason's Lookallaround thing flag, but the zombies don't have that flag, so that's not part of the problem.
I'm aware the map has a lot of tree scenery vertices not aligned with the grid. If I hit align in Doom Builder all kinds of sectors get screwed up so that's not an option. Zandronum is the best of the modern ZDooms for multiplayer and it's a shame if this map can't be played on it.
Here's the latest version of mod:. https://www.moddb.com/mods/friday-the-1 ... source-wad EDIT: Just updated with the zombies added to skills 3 and 4 of map01.
I remember back in the day there were the dos utils Warm or RMB to build reject to save the engine from having to do all the monster line-of-sight calculations. Is there such an option for UDMF maps?