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Bug #1671

Doom Sector type 10 not 'releasing' sector after action has occurred

Added by vermil about 11 years ago. Updated about 11 years ago.

Status:
Rejected
Priority:
Normal
Assignee:
-
Category:
Defect
Target version:
-
Start date:
2013-11-26
% Done:

0%

Tags:

Description

In Vanilla Doom; sector type 10 blocks other triggers from affecting (or even activating it seems) the sector until it has performed its action (close like a door 30 seconds after map start). After the action has occurred, said sector can then be affected by other triggers as normal.

In Doomsday sector type 10 does not release the sector after its action has occurred and hence permanently blocks other triggers from affecting it.

Could also be worth checking the behaviour of sector type 14 (door opens 5 minutes after map start, for 4 seconds and then closes) in Dday, versus Vanilla, as well.

secspec10.wad (1.14 KB) secspec10.wad danij, 2013-12-18 06:22

History

#1 Updated by vermil about 11 years ago

Following tests, sector type 14 appears to behave identically and correctly in Vanilla Doom and Dday.

Like 10, it blocks other triggers from affecting or activating the sector until its action has occurred, after which other triggers can affect the sector freely. Dday correctly emulates this.

So the issue remains that type 10 is not releasing the sector after its action has occurred.

#2 Updated by vermil about 11 years ago

Whoops wrong tracker :p

#3 Updated by vermil about 11 years ago

I've reposted this in the correct tracker now :)

#4 Updated by skyjake about 11 years ago

  • Tags set to Gameplay, Doom
  • Project changed from Homepage to Doomsday Engine
  • Category set to Defect

#5 Updated by skyjake about 11 years ago

It's easy to move issues between projects, so I've deleted the reposted one (1673).

#6 Updated by danij about 11 years ago

Doomsday appears to replicate the expected behavior. See the attached secspec10.wad, which has a door that closes 30 seconds after map start that can be reopened by using the wall on the left of the player's spawn point.

#7 Updated by vermil about 11 years ago

Indeed, it seems to have been fixed since the build I noticed and tested this issue in.

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