Gambini, on 20 February 2012 - 05:26 PM, said:
But these are very old bugs people have learned to live with, and therefore they took advantages too. There are at least 20 top quality maps that make the player start with no weapons because mappers discovered that if they put a hurting floor under a blockable sprite and the playerstart above them he will lose all weapons. Fixing that will break those maps (and what will it improve?).
That you start weaponless when on hurting floors is actually explicitly coded.
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Lezing once realized that if you stretch a wall long enough the floor of the sector this wall belongs will have an unusual texture scale, he takes advantage of that.
This one's ugly because it presumably "relies" on integer overflow in the classic renderer's texture mapping functions. Overlong walls (blue in Mapster32) are really map corruptions. In the unfinished "kickass" map I posted, I had to remove them in the
outline of the main area which you don't even see, because they were preventing some masked walls from being drawn.
Gambini, on 20 February 2012 - 08:03 PM, said:
Beware guys, do not put a tagged sprite between a switch and the point where the player is likely going to stand at the moment of using it.
Yes, that's intended neartag behavior and won't change.
Also, I don't consider the issue at hand a "neartag bug" because neartag itself is perfectly fine; it does what you ask it, namely get the nearest tagged wall/nextsector/sprite. It's more an oversight in its use (a special case), which is why the "fix" isn't inlined into neartag itself.
So, just to clear up things a little -- the change will only hit other objects when previously an
effector would have been hit. Covering switches by lotagged sprites will work as before. Because I consider the probability of a mapper knowingly placing effector sprites to cover a switch (which moreover unlikely is robust) to be low in comparison to the benefits of the fix (effector sprites occur very frequently after all), I think it's an acceptable tradeoff.