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1994-09-06
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2KB
Path: oz.cdrom.com!barrnet.net!parc!biosci!agate!howland.reston.ans.net!pipex!mantis!mantis!not-for-mail
From: et@blend.ugcs.caltech.edu (Ernest S. Tomlinson)
Newsgroups: alt.games.doom,alt.games.doom.announce,comp.sys.ibm.pc.games.action
Subject: Re: DOOM v1.666 Released
Followup-To: alt.games.doom,comp.sys.ibm.pc.games.action
Date: 6 Sep 1994 18:41:35 +0100
Organization: California Institute of Technology, Pasadena
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Xref: oz.cdrom.com alt.games.doom:4426 alt.games.doom.announce:41 comp.sys.ibm.pc.games.action:1577
Yup, a short time ago I installed the 1.666 patch, and tried it out by warping
to e3m9. Just before the hallway with the big pink uglies, there's the room
with the imps and the cacodemon. If you step into the rightmost sector of
this room, the game crashes.
But, it does _not_ happen if you don't go to get the shotgun. Neither does
it happen in e3m1. So, I checked DOOM.WAD with DEU--and there's the bug. A
linedef that triggers the moving causeway with the shotgun is given the same
tag number as the "crash sector". There's two sectors "tied" to one linedef--
not good, I guess.
I kludged a fix by creating a new e3m9 pwad, with the tag number of the offen-
ding sector set to 0. That'll do, for now--but I'll have to _really_ fix it,
some time.
Another thing--the starting music sounds really strange compared to the old
DOOM 1.2 music. However, most of the other level music sounds the same (ex-
ception: e3m6.) What's the deal?
Cheers,
-et
--
Ernest Tomlinson | "It was the way we had with living with our-
e-mail: et@ugcs.caltech.edu | selves over here. We'd cut 'em in two with at
----------------------------+ machine gun, and then give 'em a band-aid.
| "It was a _lie._" -Captain Willard, in _Apocalypse Now_