I've played The Lost Highway episode, and realised again it has a critical bug in the 3rd map. Very close to the end there is an underwater passage with a circled sector which was intended to led into another underwater sector ABOVE via the usual way (SE7). However it doesn't really work as it's planned, when I tried it in the game it became buggy and had to use noclip to enter the new sector. What is actually strange about this the effect works well in the other way around (entering the lower sector from the upper sector).
My question: are there any possibility to use this effect properly? can you "teleport" from the lower submergible water to the upper one?
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Connecting submergible water sectors
#1 Posted 19 January 2013 - 12:46 AM
This post has been edited by Nancsi: 19 January 2013 - 12:47 AM
#3 Posted 19 January 2013 - 12:58 AM
Micky C, on 19 January 2013 - 12:48 AM, said:
Can you provide some photos of the situation?
OK, maybe my english was poor and couldn't express myself well...
From here:
http://img809.images.../3433/below.jpg
To here:
http://img836.images...2588/abovel.jpg
#4 Posted 19 January 2013 - 01:41 AM
Hmm it's really dark and hard to make stuff out, what about attaching the map?
To clear things up, are you saying that the normal water effect doesn't work, or that the mapper was trying to use some fancy trick to pull off something unique?
To clear things up, are you saying that the normal water effect doesn't work, or that the mapper was trying to use some fancy trick to pull off something unique?
#5 Posted 19 January 2013 - 03:01 AM
You can get the episode here, and just extract the third map in mapster to see the problem: http://lukas.cerovsk.../duke/index.htm
#6 Posted 19 January 2013 - 03:12 AM
Hmm yeah that's what I thought. It's very hacky, SE 7's underwater were really only designed for entering and exiting water, not teleporting to different underwater areas. Did the effect ever work? Perhaps with an earlier version of eduke32?
#7 Posted 19 January 2013 - 03:33 AM
I've changed to SE lotag to 23 in the upper part to make it into a one way teleport, and it actually works, but you can't go back to the original area. So it can help the actual gameplay, but the problem isn't really solved with this.
#8 Posted 19 January 2013 - 06:50 AM
it was made in '99 so you'd have to test it with a dos version of duke to really know if it worked.
edit: fired up dosbox and tested the map. No, it did not work.
edit: fired up dosbox and tested the map. No, it did not work.
This post has been edited by Forge: 19 January 2013 - 09:07 AM
#9 Posted 19 January 2013 - 12:26 PM
It used to work in Duke 1.3. All my space maps contained traps to imitate instant death when getting too close to 'space'. So I used ST2 to simulate 0 gravity. For as long as you watched where those SE7s are positioned, and assured ample distance vertically for the player to pass the points of the SE7s, you where moved into another sector. Now you are simply blocked.
This post has been edited by Hank: 19 January 2013 - 01:07 PM
#10 Posted 19 January 2013 - 07:13 PM
i couldn't tell from the text files if it was made with 1.3 or 1.4 (i tested it with 1.4 and it didn't work, so that's where the exploit changed)
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