In E1M3: The Laboratory of The Ultimate Chex Quest, there is a wall with two glass cabinets on it that you come across during the Blue Key path. This wall has two Flemoids on the other side. Yet I am able to kill them without ever seeing them, as I can shoot through the wall, and they can shoot through the wall at me. I believe there's a problem here.
Hmm. That does sound like a problem...Lemme see if I can replicate this...
Wow. I never go that way, so I never experienced that. But its true! Huh...Can you walk through it? If not, I think I know what he did:
If you can walk through it, than all he did was draw the sector and make the middle texture the one it should be, but left off the 'Impassible' tags. If you can't, he did the same thing, but left it on. Or, it could just be a glitch in the map (or engine).
I wonder if Boingo would show up and give the true answer...
A simple solution on it if its impassible, it to chose the BLOCK ALL flag on the map.
Well, once he converts into GZDooM.
That may be a while.
edit: Welcome to the forums Kanga59725!
Quote from: Kanga59725 on June 06, 2008, 03:15:28 PM
In E1M3: The Laboratory of The Ultimate Chex Quest, there is a wall with two glass cabinets on it that you come across during the Blue Key path. This wall has two Flemoids on the other side. Yet I am able to kill them without ever seeing them, as I can shoot through the wall, and they can shoot through the wall at me. I believe there's a problem here.
I'm afraid that is not really my doing. The shoot through wall is actually there from the original version of Chex Quest. Since I am trying to leave game play as close to the original as possible, it has been left in there.
Hey, it seems like everyone thinks we need to change the gzdoom.pk3 file. We don't! we just need to add a few pk3's and the TUCQ wad, loaded by a .bat file.
...Uh, I"ve done that. and who said that we need to edit the gzdoom.pk3?
And what does that have to do with this magic wall?
Quote from: Boingo the Clown on June 08, 2008, 09:58:32 AM
I'm afraid that is not really my doing. The shoot through wall is actually there from the original version of Chex Quest. Since I am trying to leave game play as close to the original as possible, it has been left in there.
Ok then. By the way, The Ultimate Chex Quest is the first DooM mod I've played ever. And when I showed it to my friend, I found out that he played it a long time ago, probably out of the Chex box. Back on topic, thanks for the explanation.
EDIT: I made the quote box very strange looking by removing his quote of me from there, and then fixed it.
Thats awesome...
Well, needless to say, thats an interesting glitch...hmm, thanks for bringing it up!
Hmm I've always liked this wall, since I used it to my advantage in the original game. This wall is actually a regular sector, not an actual wall. It is set with an impassible flag, making the wall unable to pass, but not an actual wall. To make it a stable wall, go into doom builder, highlight the sector with the sector button, hit delete, and the wall becomes solid white, meaning the wall is a stable wall.
whew, in before a bump!
Well, Boingo knew the wall was there originaly, and knew how it acted. He just mapped it so it acted exactly the same.
Wow, this is such an old topic, I'm surprised that you replied to it, atarian (Yay! I didn't do it this time!).
Right now I'm assuming that it will stay, but perhaps with the phase III improvements, it will get changed.
Why?
And phase 3 is addition of levels...phase 2 is the looks enhancement stage...
Because I'm slowly getting a reputation of being the great necromancer.
And I forgot that phase III was levels! Can't wait for the nutrition mine!
also, this wasnt necromancy...or even a bump...he got in just before the month was up, so its legal.
Quote from: The Atariangamer of 1993 on July 11, 2008, 02:45:49 PM
also, this wasnt necromancy...or even a bump...he got in just before the month was up, so its legal.
Actually, Fan Projects is exempt from the bumping rule altogether.
oh. Well, to continue this...
Was this an engine bug? mapping error? freak accident? ????
Oops. Sorry. I am hopelessly lost and I am too lazy to read through the entire thread to catch up.
What is the problem now?
Where talking about what happened in the original making of CQ that made the magic wall.
I was wondering what caused the wall in the lab to be shoot thru and see thru. Was it mapping? was it an error? ?
Probably both. They could have made an error while mapping and forgot to check the two little boxes.
They simply made 4 walls there, made it impassable, and through a texture on it. (Basicly they made a room that you can shoot through but not walk through.) Its not a mapping error, just didn't delete the sector (Aka room) that you shoot through.
The wall is not magic, and it is not an error. It is simply a two sided linedef with a texture applied to it. I believe it was intended to work as a trap, allowing the player to take hits from unseen enemies.
So this was made from the beginning like so? A trap?
"ITS A TRAP!" lol
But its cool...and on an off topic note...I wonder if iD will ever release their DooM level editor? lol
If they do, then users will probably be disappointed. Users have been making their own editors for over 14 years now, and lots of bells and whistles have been added. I imagine the original editor id used was a very simple utilitarian program quickly programmed and designed to get the job done and nothing more.
If you head over to rome.ro (I don't suggest...its not as much as I'd like it to be), it has TONS of people asking for it...also, he says he wont.
Plus, I'm a better vanilla doom mapper. I don't want to mess with that other junk.
E1M3 has two mistakes. One is a flemoid out of the map, the other is the duplicate computer map. Whenever I play this level, I make sure it's the copy that I fixed in this map.
the duplicate computer map was on purpose i think; one is a secret.