DRL > Bug Reports

[0.9.9.6G Windows] Sergeant doesn't teleport when knocked back

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Klear:
I took this screenshot one turn later, so the sergeant is already dead, but what happened was that he was standing next to the teleporter, I shot him with shotgun, which pushed him back onto the teleporter, but even though he survived that shot (blue armour), he kept standing on the TP and shooting back. Or would have if I didn't kill him with another shot.

Now that I think of it, maybe it's simply that he didn't have the time to teleport, since I was playing shottyhead and TP takes 1 sec... if that's the case... problem solved. =)

skarczew:

--- Quote from: Klear on March 11, 2012, 04:52 ---Now that I think of it, maybe it's simply that he didn't have the time to teleport, since I was playing shottyhead and TP takes 1 sec... if that's the case... problem solved. =)

--- End quote ---
Imho, it would look better and be more doomish if teleporters worked instantly (or almost instantly).

HexaDoken:
Well, in Original Doom the teleport is instant, BUT! when you actually arrive to the destination, you cant move for a sec or two. Altho, if implemented in Doom RL this would make those "randomly generated teleporters" even worse than levers(oh god teleports in a middle of a arachnotron group and freezes you)

Klear:

--- Quote from: HexaDoken on March 14, 2012, 04:41 ---Well, in Original Doom the teleport is instant, BUT! when you actually arrive to the destination, you cant move for a sec or two.
--- End quote ---

I don't recall that at all.

ih8regin:
BTW, there is a minor "bug" with teleport sound, if you step on a teleporter and end up far from it, you don't hear the sound, but if you end up somewhere nearby, the sound is heard. I think it's because the teleport sound is played as if coming from the teleporter point, and not from the destination. Perhaps it'll be better to play both at source and destination of teleport?

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