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Bug #2369

[Render hack] TNT map31: Arachnotrons hidden inside pillars in the pyramid

Added by sonicdoommario about 2 months ago. Updated about 1 month ago.

Status:
Resolved
Priority:
Normal
Assignee:
Category:
Vanilla emulation
Target version:
Start date:
2019-12-14
% Done:

100%

Tags:

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

Related to Feature #1603: Support for id Tech 1 map hacksProgressed2003-07-17

Associated revisions

Revision 4bce960d (diff)
Added by skyjake about 1 month ago

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

History

#1 Updated by skyjake about 2 months ago

  • Category set to Vanilla emulation
  • Assignee changed from Deng Team to skyjake
  • Target version set to 2.3

#2 Updated by skyjake about 2 months ago

  • Related to Feature #1603: Support for id Tech 1 map hacks added

#3 Updated by skyjake about 1 month 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.

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