I've once again resumed work on my Map Project ThatWill Not Die, and from the beginning I've been set on making it compatible with as many limit-removing sourceports as I can. Unfortunately I've found that on one map in particular there are a number of features that don't work properly when I test the map in Crispy Doom--although it works fine in PrBoom+ and GZDoom, at least.
In two separate spots on the map, sectors tagged with 40-W1 Ceiling Raise to Highest Ceiling will continue to rise way higher than any adjacent sector; they do eventually stop, although I can't tell where or what they're actually rising to.
In another instance, a sector tagged with 102-S1 Floor Lower to Highest Floor will not slowly lower to the floor, like it's supposed to, but instead instantaneously rise to some unknown point way inside the ceiling that, again, corresponds to no adjacent sector that I can see.
Is this just a bug with Crispy Doom? Should I be testing this with a different limit-removing port? Or is there something else I actually need to fix?
I haven't seen this happen in any of the other maps in the WAD but I'll keep poking around to see what else breaks.
I've once again resumed work on my Map Project That Will Not Die, and from the beginning I've been set on making it compatible with as many limit-removing sourceports as I can. Unfortunately I've found that on one map in particular there are a number of features that don't work properly when I test the map in Crispy Doom--although it works fine in PrBoom+ and GZDoom, at least.
In two separate spots on the map, sectors tagged with 40-W1 Ceiling Raise to Highest Ceiling will continue to rise way higher than any adjacent sector; they do eventually stop, although I can't tell where or what they're actually rising to.
In another instance, a sector tagged with 102-S1 Floor Lower to Highest Floor will not slowly lower to the floor, like it's supposed to, but instead instantaneously rise to some unknown point way inside the ceiling that, again, corresponds to no adjacent sector that I can see.
Is this just a bug with Crispy Doom? Should I be testing this with a different limit-removing port? Or is there something else I actually need to fix?
I haven't seen this happen in any of the other maps in the WAD but I'll keep poking around to see what else breaks.
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