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 Post subject: [r186] Noob Project Part 5 - teleport doesn't work
PostPosted: Tue Oct 14, 2008 12:21 

Joined: Sat Sep 23, 2006 6:28
Posts: 49
Location: Taipei county, Taiwan
In Map02 of "Noob Project Part 5 - Digital Highway".
http://www.doomworld.com/idgames/index.php?id=15254

When after cutscene, it should be teleport player to "Digital Highway"(or Digital World?).

But in r186, it doesn't teleport and player stuck at the computer room.

I tested in r89 and it works.
Is it a bug or map error?


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 Post subject:
PostPosted: Tue Oct 14, 2008 15:59 
You may fire when ready.

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Joined: Tue Aug 30, 2005 23:19
Posts: 3463
Location: Scotland
Assuming I'm looking at the right thing, here's what I've found. Script 12 has the following line
Code:
teleport(1,36,0);


When I look in map02 I find a map spot with tid 1 and all other arguments at 0 sitting in a sector with tag36. As far as I know, this is a mapping error. It should be a teleport landing. If I change the map spot to a teleport landing it works.

[rant]I don't understand why so many people seem to have used map spots for teleports when there is an actor specifically designed to be a telport destination. I mean, why do people do that? Teleport destinations have been in Doom since forever and people have been using them. For most people, map spots are newer and surely it's pretty obvious that something called a teleport destination is meant to be used as a teleport destination and a map spot is something else? When I use a handle, I don't press it with my feet and when I use a foot pedal, I don't use my hands. And if I wasn't sure, there is a big clue in the name.

I mean, where is the logic? Why does a person say to themselves "right, I need to teleport the player to a destination in my map. I've got this thing here called a teleport destination. I wonder what I can use... I know, I'll use a map spot!" [/rant]

Yeah, so um, mapping error I reckon. :)

All that being said, I hadn't actually played the map until now. That is some impressive use of 3D space and cool effects.


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 Post subject:
PostPosted: Tue Oct 14, 2008 17:59 
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Hosted

Joined: Wed Jul 20, 2005 9:48
Posts: 5130
Location: Germany
Same bug as KDiZD Z1M7. It should never have worked at all.


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 Post subject:
PostPosted: Wed Oct 15, 2008 14:40 

Joined: Sat Sep 23, 2006 6:28
Posts: 49
Location: Taipei county, Taiwan
Graf Zahl wrote:
Same bug as KDiZD Z1M7. It should never have worked at all.


Got it, report this map bug to author. :)



Off-topic : Where is the KDiZD v1.1 patch? I hear it was released but due to some reason it removed a lot time ago... Somebody know what's going on?


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 Post subject:
PostPosted: Wed Oct 15, 2008 15:01 
You may fire when ready.

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Joined: Tue Aug 30, 2005 23:19
Posts: 3463
Location: Scotland
playerlin wrote:
Off-topic : Where is the KDiZD v1.1 patch? I hear it was released but due to some reason it removed a lot time ago... Somebody know what's going on?

It's still being worked on.


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 Post subject:
PostPosted: Mon Oct 27, 2008 4:37 
Its all about that green.

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Joined: Tue Dec 18, 2007 2:57
Posts: 2
Sorry for the bump guys. I'm just here to say that I fixed the minor issue, and now my question is this: is it worth a re-upload to the /idgames archive? And if so, how would I go about replacing the current version on the archive?

Thanks Playerlin for pointing out the issue, and Enjay for finding the solution. I know this is a bit of a delayed response =P.


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 Post subject:
PostPosted: Mon Oct 27, 2008 8:19 
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Hosted

Joined: Wed Jul 20, 2005 9:48
Posts: 5130
Location: Germany
Yes, it is worth a re-upload.
How to proceed? Look at the text file template. At the top is an entry: 'Archive Maintainer'. Just write that you would like to see your old version replaced there.


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 Post subject:
PostPosted: Mon Oct 27, 2008 10:21 
Its all about that green.

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Joined: Tue Dec 18, 2007 2:57
Posts: 2
Ah. Thanks.


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