In some situations, Duke will place tripbombs on a FAR away wall (like so far away that it takes 10 seconds to run to the wall).
I have attached a demonstration map. When you load in, keep facing the starting direction and give yourself tripbombs. Now, spam the fire key and jump -- you can place them on the distant wall while you jump. You don't even need to jump (although jumping is more reliable), just run forward at that angle and press fire and you will sometimes place them on the distant wall, or sometimes they will just "place" and disappear.
There are teleporters near the far wall you are facing, and this may be related. I tested this with the most recent snapshot, and the May 5 snapshot. This could be an old one or a new one, I have no idea.
zoowgr.zip (38.3K)
Number of downloads: 224
EDIT: confirmed that this bug is OLD. It goes back to at least Jan of 2017, probably much further, maybe to the beginning of time.
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Weird tripbomb placement bug "map included"
#1 Posted 16 May 2020 - 12:56 AM
This post has been edited by Trooper Dan: 16 May 2020 - 01:04 AM
#2 Posted 16 May 2020 - 12:39 PM
Trooper Dan, on 16 May 2020 - 12:56 AM, said:
[...] this bug is OLD. It goes back to at least Jan of 2017, probably much further, maybe to the beginning of time.
- EDuke32 1.2.2 2005-05-31
- JFDuke3D 2004-10-13
- cDuke3D ("Atomic 1.5.1") 2003-04-23
The Atomic executable doesn't like zoowgr.map and freezes on map load.
The 1.3D executable appears to not have that bug.
#3 Posted 16 May 2020 - 12:57 PM
LeoD, on 16 May 2020 - 12:39 PM, said:
The 1.3D executable appears to not have that bug.
Well at least the bug won't be protected as an historical monument, then.
#4 Posted 18 May 2020 - 03:59 AM
That's a weird one. Please open a bug for it on voidpoint.io so that I don't forget about it.
#5 Posted 18 May 2020 - 09:32 AM
TerminX, on 18 May 2020 - 03:59 AM, said:
That's a weird one.
TerminX, on 18 May 2020 - 03:59 AM, said:
Please open a bug for it on voidpoint.io so that I don't forget about it.
I have stripped down the test map so that the Atomic executable accepts it, and the bug shows up. No more teleporters, btw.. Two tripbombs placed at the bug's threshold (use as starting point coordinates). Maybe it's related to crossing the two red walls.
Attached File(s)
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VP031-tripbug.zip (1.31K)
Number of downloads: 225
#6 Posted 23 May 2020 - 07:07 AM
My gut tells me this is probably some kind of distance check overflow.
Reproducing it is as easy as drawing one huge ass rectangle in mapster32 with nothing in it, giving yourself tripbombs and looking down the corridor. The same thing will happen.
Reproducing it is as easy as drawing one huge ass rectangle in mapster32 with nothing in it, giving yourself tripbombs and looking down the corridor. The same thing will happen.
This post has been edited by Doom64hunter: 23 May 2020 - 07:08 AM
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