Duke4.net Forums: Connecting submergible water sectors - Duke4.net Forums

Jump to content

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

Connecting submergible water sectors

User is offline   NNC 

#1

I've played The Lost Highway episode, and realised again it has a critical bug in the 3rd map. Very close to the end there is an underwater passage with a circled sector which was intended to led into another underwater sector ABOVE via the usual way (SE7). However it doesn't really work as it's planned, when I tried it in the game it became buggy and had to use noclip to enter the new sector. What is actually strange about this the effect works well in the other way around (entering the lower sector from the upper sector).

My question: are there any possibility to use this effect properly? can you "teleport" from the lower submergible water to the upper one?

This post has been edited by Nancsi: 19 January 2013 - 12:47 AM

0

User is offline   Micky C 

  • Honored Donor

#2

Can you provide some photos of the situation?
0

User is offline   NNC 

#3

View PostMicky C, on 19 January 2013 - 12:48 AM, said:

Can you provide some photos of the situation?


OK, maybe my english was poor and couldn't express myself well...

From here:

http://img809.images.../3433/below.jpg

To here:

http://img836.images...2588/abovel.jpg
0

User is offline   Micky C 

  • Honored Donor

#4

Hmm it's really dark and hard to make stuff out, what about attaching the map?

To clear things up, are you saying that the normal water effect doesn't work, or that the mapper was trying to use some fancy trick to pull off something unique?
0

User is offline   NNC 

#5

You can get the episode here, and just extract the third map in mapster to see the problem: http://lukas.cerovsk.../duke/index.htm
0

User is offline   Micky C 

  • Honored Donor

#6

Hmm yeah that's what I thought. It's very hacky, SE 7's underwater were really only designed for entering and exiting water, not teleporting to different underwater areas. Did the effect ever work? Perhaps with an earlier version of eduke32?
0

User is offline   NNC 

#7

I've changed to SE lotag to 23 in the upper part to make it into a one way teleport, and it actually works, but you can't go back to the original area. So it can help the actual gameplay, but the problem isn't really solved with this.
0

User is offline   Forge 

  • Speaker of the Outhouse

#8

it was made in '99 so you'd have to test it with a dos version of duke to really know if it worked.


edit: fired up dosbox and tested the map. No, it did not work.

This post has been edited by Forge: 19 January 2013 - 09:07 AM

0

User is offline   Hank 

#9

It used to work in Duke 1.3. All my space maps contained traps to imitate instant death when getting too close to 'space'. So I used ST2 to simulate 0 gravity. For as long as you watched where those SE7s are positioned, and assured ample distance vertically for the player to pass the points of the SE7s, you where moved into another sector. Now you are simply blocked.

This post has been edited by Hank: 19 January 2013 - 01:07 PM

0

User is offline   Forge 

  • Speaker of the Outhouse

#10

i couldn't tell from the text files if it was made with 1.3 or 1.4 (i tested it with 1.4 and it didn't work, so that's where the exploit changed)
0

Share this topic:


Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options