Certain walls swallow tripbombs, such as this wall (and spot, where the crosshair is) in E2L3.
This does not happen in the DOS version either, or if it does it's a hell of a lot harder to trigger.
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The Amazing Disappearing Tripbomb
#1 Posted 07 December 2021 - 08:06 PM
#2 Posted 07 December 2021 - 11:30 PM
Amazing!!
This makes me think, does this change between renderers?
Polymost does some Z hacking to get around rendering order issues.
This makes me think, does this change between renderers?
Polymost does some Z hacking to get around rendering order issues.
#3 Posted 08 December 2021 - 09:28 AM
oasiz, on 07 December 2021 - 11:30 PM, said:
This makes me think, does this change between renderers?
Polymost does some Z hacking to get around rendering order issues.
Polymost does some Z hacking to get around rendering order issues.
This happened in both classic and polymost.
I should clarify that this isn't just a rendering thing. It's not that it's invisible; it straight goes somewhere else. I can hear the explosion in the distance, and remaining in that spot will not hurt you.
#4 Posted 08 December 2021 - 10:26 AM
hmm... you could always do dndebug and check debug.map to see where it ends up.
Like barely inside or some random location.
Like barely inside or some random location.
#5 Posted 08 December 2021 - 10:53 PM
oasiz, on 08 December 2021 - 10:26 AM, said:
hmm... you could always do dndebug and check debug.map to see where it ends up.
Like barely inside or some random location.
Like barely inside or some random location.
Times like these I wish the console paused the game. I can't quite type it fast enough before the tripmine detonates.
#6 Posted 09 December 2021 - 01:21 AM
Ninety-Six, on 08 December 2021 - 10:53 PM, said:
Times like these I wish the console paused the game. I can't quite type it fast enough before the tripmine detonates.
You can trigger the debug cheat in the menu.
The tripbomb is transported to the rotating sector below the wall you try to apply the tripbomb to.
#7 Posted 10 December 2021 - 01:26 PM
Actually, i remember this weird bug was happening very often in v1.3D DOS version as well. At least more often than it does in source ports. Or maybe i just had more "luck" avoiding the bug in EDuke32 than in DOS version, I dunno.
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