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?
Major Deadly Damage Glitch!
Re: Major Deadly Damage Glitch!
Reject is basically unused by the ZDoom family of ports. All it did was speed up line of sight calculations in vanilla Doom, but it's no longer necessary, and maps can function without it all the same.
I haven't actually checked the maps, but a few things you could try. If you mean "not aligned with the grid" as in, the vertex positions aren't integers, I'm not sure if Zandro or certain nodebuilders can handle that all that well. I'd try to at least move the vertices to the closest integer coordinate by hand.
You can also disable building nodes entirely and have Zandronum build them. Maybe you could have an old version of ZDBSP or one too new that doesn't work well with older ZDoom versions.
Just some possible causes. I'm not sure if they're what's going on here or anything but worth trying I'd say.
I haven't actually checked the maps, but a few things you could try. If you mean "not aligned with the grid" as in, the vertex positions aren't integers, I'm not sure if Zandro or certain nodebuilders can handle that all that well. I'd try to at least move the vertices to the closest integer coordinate by hand.
You can also disable building nodes entirely and have Zandronum build them. Maybe you could have an old version of ZDBSP or one too new that doesn't work well with older ZDoom versions.
Just some possible causes. I'm not sure if they're what's going on here or anything but worth trying I'd say.
When I consider Your heavens, the work of Your fingers, The moon and the stars, which You have ordained; What is man that You take thought of him, And the son of man that You care for him? (Psalms 8:3-4, NASB)
My Discord tag is @tdrr, and it's my preferred contact method. I also check PMs here from time to time.
I also have a Discord server for my projects.
My Discord tag is @tdrr, and it's my preferred contact method. I also check PMs here from time to time.
I also have a Discord server for my projects.
Re: Major Deadly Damage Glitch!
Thanks for the info and suggestions. So far I tried deleting the nodes and it behaved the same. I'll see about improving some of grid alignment.
Re: Major Deadly Damage Glitch!
Ok, in the latest version, I have all vertices aligned to grid whole numbers in all maps.
https://www.moddb.com/mods/friday-the-1 ... source-wad
And then here's an alternate copy of map01 where I deleted a bunch of further back tree scenery.
https://www.mediafire.com/file/ki6gbjmy ... 1.zip/file
Still got this some kind of overload problem in Zandronum on map01 where you enter certain cabins and Jason or other monsters all hit you no matter where they are on the map.
Just tried the latest Nov. 3rd 3.2 alpha of Zandronum and still no luck. On the lake loop, enter the southeast cabin and you get wiped out. It become more apparent since I added the other monsters on skills 3 and 4, but I ran into the problem in earlier versions with just Jason, wondering what just happened. Has also happened in one of the cabins on the cave loop. I previously tried surrounding those cabin interiors with more sectors outside of them and marking lots of lines to block monster sight before but that didn't help.
https://www.moddb.com/mods/friday-the-1 ... source-wad
And then here's an alternate copy of map01 where I deleted a bunch of further back tree scenery.
https://www.mediafire.com/file/ki6gbjmy ... 1.zip/file
Still got this some kind of overload problem in Zandronum on map01 where you enter certain cabins and Jason or other monsters all hit you no matter where they are on the map.
Just tried the latest Nov. 3rd 3.2 alpha of Zandronum and still no luck. On the lake loop, enter the southeast cabin and you get wiped out. It become more apparent since I added the other monsters on skills 3 and 4, but I ran into the problem in earlier versions with just Jason, wondering what just happened. Has also happened in one of the cabins on the cave loop. I previously tried surrounding those cabin interiors with more sectors outside of them and marking lots of lines to block monster sight before but that didn't help.
Re: Major Deadly Damage Glitch!
Ok so in the latest WIP/editing resource version:
https://www.moddb.com/mods/friday-the-1 ... source-wad
I've had all vertices aligned to grid in all maps since the end of November.
In FriZan01.wad included in the zip of the latest version:
Removed all the added NES enemies (set them to appear on no skills for now).
Made all phases of Jason and Pamela dormant before teleported in.
Just the imposter is active in the map from the immediate start, though first phase of Jason is activated and teleported in right away.
1st phase of Pamela is already in but dormant until you approach.
Cut down Vertices by over 2.5K, Linedefs by 2K, and Sidedefs by 4K. There's just 1 less sector (eh).
Still got the random deadly damage glitch in the southeast lake cabin, where Jason mauls me from across the map. It's also happened in one near the cave in the past.
It seems the map is still just too much and overloading Zandronum. All can I think is to keep reducing the map. Perhaps a version with more streamlined woods will work better.
https://www.moddb.com/mods/friday-the-1 ... source-wad
I've had all vertices aligned to grid in all maps since the end of November.
In FriZan01.wad included in the zip of the latest version:
Removed all the added NES enemies (set them to appear on no skills for now).
Made all phases of Jason and Pamela dormant before teleported in.
Just the imposter is active in the map from the immediate start, though first phase of Jason is activated and teleported in right away.
1st phase of Pamela is already in but dormant until you approach.
Cut down Vertices by over 2.5K, Linedefs by 2K, and Sidedefs by 4K. There's just 1 less sector (eh).
Still got the random deadly damage glitch in the southeast lake cabin, where Jason mauls me from across the map. It's also happened in one near the cave in the past.
It seems the map is still just too much and overloading Zandronum. All can I think is to keep reducing the map. Perhaps a version with more streamlined woods will work better.