Bug #2369
[Render hack] TNT map31: Arachnotrons hidden inside pillars in the pyramid
Description
With the recent 2.3 unstable releases starting to support render hacks, I decided to test a few maps and test some of the fixes implemented. In TNT Map31, at the beginning of the map when going inside the pyramid is a long, wide hallway with several Arachnotrons. While you can visibly see the Arachnotrons, the Arachnotrons cannot see you until they are released The Arachnotrons are trapped under a 0-height sector, so I thought it was like the TNT Map09 hack (or the Cyberdemon barriers in Plutonia Map31), but what makes this hack different is that they are released when the ceiling trapping them rises (the other hacks mentioned here are raised floors instead of ceilings).
Related issues
Associated revisions
History
#1 Updated by skyjake almost 5 years ago
- Category set to Vanilla emulation
- Assignee changed from Deng Team to skyjake
- Target version set to 2.3
#2 Updated by skyjake almost 5 years ago
- Related to Feature #1603: Support for id Tech 1 map hacks added
#3 Updated by skyjake almost 5 years ago
- Subject changed from [Render Hack] Arachnotrons in TNT Map31 not visible to [Render hack] TNT map31: Arachnotrons hidden inside pillars in the pyramid
- Status changed from New to Resolved
- % Done changed from 0 to 100
The untextured upper walls are now invisible as they should.
#4 Updated by skyjake almost 4 years ago
- Status changed from Resolved to Closed
Map Importer: Improved detection of flat bleeding
MapImporter now chooses visplane links separately for the floor and the ceiling of a sector.
Cleaned up the MPE API calls a bit by collecting parameters to structs.
IssueID #2369