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[Fixed] cacodemons go berzerk?

Mon, 11 Feb 2008 17:57:17

appelzin3

This is bizarre. Earlier I mailed about cacodemons and other flying monsters getting stuck to eachothers. I tried to make a test level with two cacodemons here: <!-- m --><a class="postlink" href="http://www.geocities.com/gearlost/misc3/caco.zip">http://www.geocities.com/gearlost/misc3/caco.zip</a><!-- m --> It works for me most of the times. If you try that level don't do anything: Don't move - just watch. But now even more strange is: 1) if the cacos are stuck, and if I shoot at them they'll get free and turn total berzerk. Shoot fireballs without any break. 2) if the cacos are stuck, and if I jump on top of them, I can walk through the un-moving upper cacodemon and also partially walk through the solid wall next to that caco. This can't be right. Can anyone else experience strange things with those cacodemons?
Wed, 13 Feb 2008 17:46:11

appelzin3

To be more specific: I've seen some flying monsters getting stuck to each others and leaving up into air as unmoving combinations. Usually in places with height variations. As stuck they still make noise but otherways they are still. This has occured to me both with 1.26 (Win32) and earlier (Win32) versions. I tried to make a small test level with cacodemons, but when I tested it and cacos got stuck I managed to walk through the upper non-moving cacodemon and also partially walk through solid walls next to them. If I shot the stucked cacos with a pistol they suddenly freed and switched into the endless loop of fire missile mode. Occasionally they did that automaticly. All the time Vavoom itself run without other problems. I can see nothing unusual in the debug.txt file. The test level (MAP01 / Doom2) was made with Deth 4.24 and Zennode 1.1.0. (But it works for me the same if I rebuild it with zdbsp) Some times the level runs just as it should, but like 1/3 of the runs cacos start behaving nuts. It doesn't matter if I run Vavoom with models, -opengl or not. Launcher or with a commandline: vavoom95.exe -opengl -iwaddir c:\omat\r99\_d2 -doom2 -file caco.wad Some screenshots here: <!-- m --><a class="postlink" href="http://www.geocities.com/gearlost/misc3/caco_screenshots.zip">http://www.geocities.com/gearlost/misc3 ... nshots.zip</a><!-- m --> I took those shots by adding these lines into the cfg file: bind "z" "autoshot" "" alias autoshot "screenshot;wait;autoshot" This is what happens to me. If it doesn't happen to you, it's then my PC acting wacko.
Wed, 13 Feb 2008 18:52:29

Janis Legzdinsh

It behaves like you describe it. I'll investigate it ASAP.
Mon, 10 Mar 2008 17:55:41

appelzin3

I tried this yet with an older Vavoom 1.18 (win32) and even Dos version but those cacodemons are stuck even with them. I uploaded here an other screenshot serie. In it the cacodemons have shot me dead and after that the lower caco pulls the upper caco through a sold ledge above them: <!-- m --><a class="postlink" href="http://www.geocities.com/gearlost/misc3/ledge.zip">http://www.geocities.com/gearlost/misc3/ledge.zip</a><!-- m --> If no one else has problems, could it be some eerie problem just with my computer? Some processor oddity, memory leak or something?
Mon, 10 Mar 2008 21:05:55

Firebrand

This issue has been revised in the development version, I guess it's fixed already <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sat, 19 Apr 2008 22:52:20

Janis Legzdinsh

Fixed.

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