[fixed] Monster alertness problem

Bugs that have been resolved.

Moderator: Graf Zahl

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Betanol
Posts: 61
Joined: Mon Jan 22, 2007 17:24
Location: Brasil

[fixed] Monster alertness problem

Post by Betanol »

I have a building consisting of 4 floors. One being a legit one and the other 3 made of 3dfloors. All monsters are DEAF. When I pass through a room in the first floor where there are monsters, all monsters in that area, regardless of what floor they are, is alerted. Meaning that monsters are seeing through the 3dfloor.
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Graf Zahl
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Post by Graf Zahl »

Can you post your map? Monsters shouldn't be able to see through 3D floors but once you make a noise they all will hear it. That can't be changed because the engine does sound traversal strictly in 2D.
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Betanol
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Joined: Mon Jan 22, 2007 17:24
Location: Brasil

Post by Betanol »

Ok, here is the map..

OBS: the textures are screwed up since this map is from my wad and uses all new textures..

you will begin in front of the building's door. Note as you enter that you will hear many monster sounds, as they have "spotted" you and luckly you may see some imp balls through the 3dfloor ^^

you will also see the dynamic lights passing through 3dfloor and walls.
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Graf Zahl
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Post by Graf Zahl »

I was able to partially fix this. I doubt a complete fix is possible due to the restrictions the engine imposes. I fixed this as good as I can,

The dynamic lights can't be changed because there's insufficient clipping information.
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Betanol
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Joined: Mon Jan 22, 2007 17:24
Location: Brasil

Post by Betanol »

Alright! So what happened with the 3dfloor? Is it fixed/partially fixed for a next version of GZDoom?

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