General Rainbow Bacon Posted January 14, 2011 I released this demo a while ago with a normal demo of the same map. I guess nobody watched it though. Something really weird happens on the lift. See if you can figure out what happened. The map is megaw2.wad map 01 btw.mw201f.zip 0 Share this post Link to post
Looper Posted January 14, 2011 I don't know what causes it, but happened me few times too. I wonder if one could go through walls straight to exit with that kind of trick. 0 Share this post Link to post
4mer Posted January 14, 2011 As you died you were crushed by the lift, you then became a ghost (like when an AV resurrects a crushed monster). 0 Share this post Link to post
Grazza Posted January 14, 2011 Paska said:I wonder if one could go through walls straight to exit with that kind of trick. Unlikely to be useful except in very special circumstances. It's actually quite difficult to exit most maps as a live zombie ghost. As a dead one you'd need an "damage/exit if health <10%" sector nearby. Ghost players can't use teleporters or teleport-style exits, and you can't press switches if you're dead. It would probably need a mapper to set things up deliberately to make it feasible. (Hint, hint!) 0 Share this post Link to post
Memfis Posted February 14, 2011 RELIVE.WAD demo Projectiles flying through the wall! Why is this happening?projectiles_bug.zip 0 Share this post Link to post
4mer Posted February 14, 2011 The line you are shooting has a sky ceiling on it's back sector. When a missile hits the upper part of a line with sky on it's back sector it will vanish (so rockets / plasma don't explode when you shoot them into the sky). The line really should be facing the other way (so that the sky ceiling is on the front side). 0 Share this post Link to post
Never_Again Posted February 15, 2011 DoomHero85 said:I released this demo a while ago with a normal demo of the same map. I guess nobody watched it though. I saw that demo when you released it but didn't comment as I didn't find it particularly weird, having seen Ledmeister's COMBSLIP.LMP many years ago. 0 Share this post Link to post
General Rainbow Bacon Posted February 15, 2011 Ah, the same thing happened to him in that crusher. 0 Share this post Link to post
kmc Posted February 16, 2011 A closing door sends my corpse through a wall. Failed pacifist attempt on lake4.wadlake4weird.zip 0 Share this post Link to post
Snakes Posted February 17, 2011 Okay, just to watch this one might not be odd, and please let me know if it works, but here's the story: I've been playing through Scythe on YouTube of late, and was about to upload a demo of MAP06 in 1:18. Strange thing happened: the demo just... y'know, desynced. I thought, "Odd, but I can pull it off again." Now, I've never had a desync issue on this map. EVERY demo played back fine, no matter what the time. I've gotten at least 1:21, 1:25, 1:33, etc. with no problems. Then I had another 1:18, so I thought I'd go ahead an upload again. Same problem popped up. So, can anyone explain to me what in the world is going on that cause 1:18 demos to desync. All of the demos on DSDA have worked for me, so it's not an issue with my WAD.sc06dsnc.zip 0 Share this post Link to post
Donce Posted February 17, 2011 Can anyone explain how a demon could respawn so that we got stuck together? I thought they can't do that in vanilla. Wad is Pretty Hate Marine: Entryway. Distance between the player and the demon after respawning is slightly less than 31 unit. Behaves the same in vanilla and plus. Demo attached. EDIT: hehe, almost simultaneous posting with Snakes.ph1nmhuh.zip 0 Share this post Link to post
Snakes Posted February 17, 2011 Forgot to mention: it's not just a desync issue, the demo just "cuts out" at the first lift. EDIT: After getting another 1:18 oddity, it desynced, and then another one, and it worked. WTF? 0 Share this post Link to post
Never_Again Posted February 17, 2011 from sc06dsnc.txt: Recorded using PrBoom 2.5.0.7 on -complevel 2from prB+ stdout.txt: Playing demo D:\Doom\sc06dsnc.lmp <...> G_DoPlayDemo: playing demo with Current PrBoom compatibility The so-called "Current PrBoom compatibility" (aka default_compatibility_level -1 in prB+ config or -complevel 17 on command line) is there just for working around specific problems on specific maps and for development purposes. Most of the time the standard complevels (2, 3, 4 and 9) should be used instead. In your case -complevel 2 must be added to the command line or default_compatibility_level changed to 2 in the config for that to work. Apart from the fact that Scythe is not a Boom or MBF WAD, vanilla-format demos are a lot easier to troubleshoot since they don't use any of the numerous compat options found in "Current PrBoom compat". 0 Share this post Link to post
Snakes Posted February 17, 2011 Heh... I forgot the dash in -complevel 2 0 Share this post Link to post
Snakes Posted March 16, 2011 Well... up until now I was not aware that an all-ghosts effect could be done without a BFG.sc13-wtf.zip 0 Share this post Link to post
Grazza Posted March 16, 2011 They can occur without the player even firing at all. Try Nuts.wad on Nightmare, playing Pacifist style. An intercepts overflow is likely. 0 Share this post Link to post
kmc Posted July 16, 2011 I hadn't seen this before. My rocket hits a dying imp in mid-air?a3d3-wtf.zip 0 Share this post Link to post
vdgg Posted July 16, 2011 I'm unable to explain that, just to say I've seen this before, in Anders' bonus demos for av05-227 0 Share this post Link to post
Memfis Posted July 16, 2011 Cool. I guess it happens because the corpses are still solid for a short period of time. 0 Share this post Link to post
Rizera Posted July 16, 2011 Memfis said:Cool. I guess it happens because the corpses are still solid for a short period of time. Cool demos, guys! In this demo I get an all-ghosts glitch in the very first seconds of the level. I had no BFG and only a few monsters were active. I'm completeley unable to explain this since I've played this level a ton of times and this never happened again. I think this is a very weird and somewhat impressive effect. Hell Revealed 2 MAP15 All-Ghosts glitchh215-allghosts.zip 0 Share this post Link to post
j4rio Posted July 16, 2011 Some more overflows. Plays back with hr2.h2-ghosts.zip 0 Share this post Link to post
Rizera Posted July 16, 2011 j4rio said:Some more overflows. Plays back with hr2. Very cool and funny demos, j4rio! 0 Share this post Link to post
Rizera Posted September 11, 2011 Can anyone tell me what happens in this demo? This has never happened to me before. Plays with ngmvmt1.wad. Weirdness starts at 1:21 of this 1:33 long demo.ng09-heh.zip 0 Share this post Link to post
blob1024 Posted September 11, 2011 umh I wondered, is it normal that archvile fire attack deals splash-damages? (hits more than a target) 0 Share this post Link to post
Rizera Posted September 11, 2011 blob, an Archie can even commit suicide with his attack thanks to splash damage, if he is weak enough. Archie's attack is divided in two parts, one being a plain 20 damage and the other part being up to 70 of splash damage (which can make him suicide). Here is what Doom Wiki says: Doom Wiki says The arch-vile's attack inflicts a base 20 points of damage, plus up to 70 additional points of blast damage. The blast damage against immobile targets is often around 63 or 67 points, as the center of the attack is not normally placed at the center of the target. Now I want to see who can explain what happened in my ng09-heh demo. D: 0 Share this post Link to post
Memfis Posted September 11, 2011 Now I want to see who can explain what happened in my ng09-heh demo. D: The same thing as here - http://www.doomworld.com/vb/post/945436 (if you haven't heard about zombie players, read this - http://doomwiki.org/wiki/Voodoo_doll#Zombie_players) 0 Share this post Link to post
dew Posted September 11, 2011 there are three dolls in ng09 and during the zombification thing 962 takes damage and its health goes to 72. i haven't checked it closer, but could it have been a manco fireball that clipped through walls? i had a similar experience in pl2 map28, also with a cloistered doll, and jario played with -fast, so fireball clipping would be even more common for him, so i wager his "without any voodoo interaction" statement is false. :) 0 Share this post Link to post
Rizera Posted September 11, 2011 Well, I had heard about Zombie players but I never thought there were any voodoo dolls in ng09. So a Mancubus clipping hit my voodoo doll? Mind blown x2! 0 Share this post Link to post
dannebubinga Posted May 5, 2012 Hmm. I got blasted right in the face by a cyberdemon but I didn't get hurt. Around the 5 minute mark if I remember correctly. Wonder what's up with that. (demo) 0 Share this post Link to post