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Sentry Turrets can move around as of r8494  "May also cause the turrets to get stuck in ceilings"

#1

The following screenshots will help explain what I mean:

In the first screenshot, taken in E2L2, you can see that the sentry turret is stuck halfway inside the wall while dormant, and is unhittable. In DOS Duke 3D it is always outside of this wall and can be shot.
Attached Image: duke0014.png
When activated, it may either be launched out into the air, or into the ceiling of the other sector. In the latter case, it becomes impossible to destroy the turret. The following screenshot shows the former case:
Attached Image: duke0015.png
Even without the turret being lodged inside the wall, they can still move around seemingly on their own accord (E3L2):
Attached Image: duke0037.png

Testing indicates that the cause appears to be revision r8001:

Quote

Call A_GetZLimits() for sprites in the map at load time


This post has been edited by Doom64hunter: 23 December 2019 - 02:32 PM

5

User is online   Danukem 

  • Duke Plus Developer

#2

A late entry, but still in the running for the EDuke32 Bug of the Year Award.
0

User is offline   Forge 

  • Speaker of the Outhouse

#3

View PostTrooper Dan, on 23 December 2019 - 08:15 PM, said:

A late entry, but still in the running for the EDuke32 Bug of the Year Award.

Just call it what it is, eBuild32.
0

User is offline   ck3D 

#4

Now that just got me thinking about how much (deliberately designed) moving turrets were an underused possibility to really annoy the player in user maps.
0

User is offline   Forge 

  • Speaker of the Outhouse

#5

Posted Image
2

User is offline   TerminX 

  • el fundador

  #6

Thanks for the report, this is fixed now in my local tree and the fix will be pushed to SVN sometime soon.
0

User is offline   Darkus 

#7

Bump to tell that the problem is still here. At the start of E2L2, the sentry drones are moving the turret away when they pass under it, you can see the turret stuck inside the ceiling with the classic renderer:

Posted Image
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