
Difficulty jumping into ventilation shafts at walk speed with new EDuke32
#1 Posted 21 July 2019 - 06:29 AM
At walk speed normal behavior is to walk forward and easily jump into this ventilation shaft, with Eduke32 the player must jump high, aim for above the shaft, push forward and crouch. Numerous attempts have to be made in order to get "lucky".
eduke32_win64_20190719-7814
windows 10 x64
fx 8320
gtx 650ti
16 gb ram
7200 rpm HDD
classic mode
This post has been edited by Forge: 21 July 2019 - 06:29 AM
#3 Posted 21 July 2019 - 10:28 AM
#4 Posted 21 July 2019 - 07:21 PM
#5 Posted 21 July 2019 - 07:33 PM

I don't always complain about bugs, but when I do I try to be constructive.
#6 Posted 21 July 2019 - 07:39 PM
#7 Posted 21 July 2019 - 08:03 PM
#8 Posted 21 July 2019 - 08:16 PM
Ninety-Six, on 21 July 2019 - 08:03 PM, said:
It's an Eduke32 bug that was introduced with the clipping overhaul, and it only seems to be a problem when the player is jumping. It's possible that the underlying cause existed before that and the clipping overhaul exposed it.
#9 Posted 21 July 2019 - 08:23 PM
Trooper Dan, on 21 July 2019 - 08:16 PM, said:
So kind of like how the warping issue was itself exacerbated in eduke.
#10 Posted 21 July 2019 - 08:59 PM
Forge, on 21 July 2019 - 06:29 AM, said:
regardless of what caused it, this is my main concern. The port is deviating from the original and introducing potential game breaking behavior
#11 Posted 22 July 2019 - 04:35 AM
This post has been edited by Mark: 22 July 2019 - 04:37 AM
#12 Posted 22 July 2019 - 05:23 AM
Mark, on 22 July 2019 - 04:35 AM, said:
I tested the same vent in the video (E2L1) using dosbox & megaton & neither had an issue with getting into the vent at walk speed.
I didn't make any map edits to see if enlarging the opening would work, but I'm sure it would at some point. Exactly how much would require some trial and error, but ultimately it would only solve a curiosity and not resolve the issue.
#13 Posted 23 July 2019 - 06:16 PM
#14 Posted 24 July 2019 - 10:45 AM
Between 0:08 and 0:11, when i slide in the front of the vent, i was spamming jump but it did nothing.
This was in r7842, i tested because i read this in the changelog:
r7841 | terminx | 2019-07-24 11:06:06 -0700 (Wed, 24 Jul 2019) | 1 line
Make it easier to jump into vents
i don't know if he was refering to this.
This post has been edited by Lazy Dog: 24 July 2019 - 10:47 AM
#15 Posted 24 July 2019 - 11:12 AM
Thank you dev team.
But as noted, the ventilation shaft in E1L2 (in Lazy Dog's video) doesn't behave like it does in vanilla
This post has been edited by Forge: 24 July 2019 - 11:28 AM
#16 Posted 24 July 2019 - 11:20 AM
Forge, on 24 July 2019 - 11:12 AM, said:
Thank you dev team.
look at my previous comment (the video), sometimes it works and sometimes it doesn't (at least in that vent)
#17 Posted 24 July 2019 - 11:31 AM
Lazy Dog, on 24 July 2019 - 11:20 AM, said:
It has an odd behavior that took me awhile to test. The vent can be entered if jump is double-tapped, but if jump is only hit once, the player gets put in a position where they have their feet on the floor in the hallway, but their head stuck inside the shaft and the jump button does nothing until the player steps backwards away from the shaft
This post has been edited by Forge: 24 July 2019 - 11:32 AM
#18 Posted 24 July 2019 - 11:39 AM
Forge, on 24 July 2019 - 11:31 AM, said:
Yeah, same. It's not completely fixed.
#19 Posted 24 July 2019 - 03:24 PM
Forge, on 24 July 2019 - 11:12 AM, said:
I'm continuing to work to get it as close as possible, but there are a lot of odd behaviors caused by the combination of hacks originally in place to make many very broken aspects of the clipping system appear functional. Some changes in these odd behaviors are necessary for things to ever progress from being an eternally broken mess.
I mean, we're talking about a clipping system where truly behaving "like it does in vanilla" would mean that doing the correct dance allows you to transcend space and time, except for when the walls decide to bite you--this is not behavior I want to preserve.
Please keep the reports about map breakage coming, though. I hope it's obvious that I plan to address all of it, even if it's not in a way that 100% matches the DOS version.
#21 Posted 25 July 2019 - 10:34 AM
#22 Posted 25 July 2019 - 03:43 PM
TerminX, on 25 July 2019 - 10:34 AM, said:
Huh. So this is actually different from the overlapping sector warp glitch?
I've been reading this thread wrong. (not that it makes a difference but)
#23 Posted 25 July 2019 - 05:05 PM
Ninety-Six, on 25 July 2019 - 03:43 PM, said:
I've been reading this thread wrong. (not that it makes a difference but)
There are at least half a dozen techniques you can use in the DOS version of Duke3D to glitch through all kinds of things. The overlapping sector warp glitch was just one of them! There's also the hold crouch and spam jump glitch, the bump your head on the ceiling glitch, various "wall pushes" where you can get the engine to let you through what should be solid clipping barriers, etc. This is about fixing all of that.
#24 Posted 25 July 2019 - 05:13 PM
#25 Posted 25 July 2019 - 11:57 PM
Mark, on 25 July 2019 - 05:13 PM, said:
Build Engine, man. You ask for zombies and get ghosts.

#26 Posted 28 August 2019 - 06:57 AM
Lazy Dog, on 24 July 2019 - 10:45 AM, said:
Between 0:08 and 0:11, when i slide in the front of the vent, i was spamming jump but it did nothing.
This was in r7842, i tested because i read this in the changelog:
r7841 | terminx | 2019-07-24 11:06:06 -0700 (Wed, 24 Jul 2019) | 1 line
Make it easier to jump into vents
i don't know if he was refering to this.
Still broke with 20190827-8052
can't jump into the vent in E1L2 at walk speed
#27 Posted 03 September 2019 - 02:38 PM
This post has been edited by Forge: 03 September 2019 - 02:38 PM
#28 Posted 08 September 2019 - 08:33 AM
#30 Posted 09 September 2019 - 03:26 AM

This post has been edited by Mark: 09 September 2019 - 03:27 AM