Chaosforge Forum
DoomRL => Bug Reports => Topic started by: BDR on May 06, 2007, 22:33
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There is shotgun shell (x30) lying here.
There is a shotgun (6d3) [0/1] lying here.
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John Romero Armor : green armor [1/1] (69%) Phobos Base Lev3
Health: 78% Exp: 2/6% Weapon: advanced pistol (2d4) [6/6]
coward
I spawned on the left side of the screen, and from there it's impossible to reach the part you see me at without either wading through a lot of acid or going into the teleporter (the teleporter placed me, thankfully, in a fairly safe area from which I could roam about).
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Clever use of the barrels will see your way through. Push one to a wall and blow it up, problem solved. But, still, that's true.
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But I spawned on the left side of the teleporter, where there are no barrels. How then do I deal with it?
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But I spawned on the left side of the teleporter, where there are no barrels. How then do I deal with it?
You walk through the acid.
While I understand the problem, the game does contain boots, which server very little purpose in general, but can be quite useful in certain situations.
So your path isn't really blocked. It's just dangerous/unhealthy, and the same could be said about rooms full of monsters, so I don't really consider this a bug.
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It's level 3, and if I remember correctly I never saw any boots on level 2. So I either needed to take a risk (which worked out at the time) or lose some health. Actually, I think a better example of how totally screwed you can get would be a game of AoB I once played where I was knocked down to 30% health, had maybe two medpacks, and found myself staring at a large pool of lava on the second level. But technically that's a different subject. This is about teleporters, which according to the 9.8.7 version information should have been fixed not to spawn in corridors: "[fix] -- teleports will no longer block passages".
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On a relevant note to the acid/lava blockage problem, I keep getting levels in which I start on one side of the map, with the stairs on the other side and a massive vertical column of either acid or lava blocking my way. I had hoped that this would be changed on the beta but apparently not.
It's really unfair if you're in an earlier level and you can't cross without dying. Such situations caused all five of my "killed by something unknown" deaths in 9.8.5.
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I wonder how sure we are that there's an actual problem. Maybe now every time a teleporter spawns in a corridor, it'll teleport you in a way that you'll eventually be able to get back?
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Wierd, this realy should have been fixed. I'll take a look.
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I'm not sure, but aren't boots useless in acid? It causes the minimum 1 point of damage in all cases anyway, as far as I've noticed.
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IIRC, plasteel boots are the only kind of boots that completely prevent acid damage, so yes, anything less would be useless. Other boots do reduce lava damage, but only plasteel boots reduce the damage down to 1 per step/action and that's the same amount as acid without boots.
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Speaking about boots, are you talking about what they supposed to do or what they actually do ?
For example, what is the purpose of having steel boots ? They dont seem to reduce any damage.
Even plasteel boots dont seem to do anything at all, i was getting 6% damage on lava in them, and 6% damage when they were destroyed.
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I think I found a real occurance of the teleporter bug in 9.8.7;
You see a teleport [5w]. You see a pistol (2d4) [5/6] [2w].
There is a pistol (2d4) [5/6] lying here.
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Andrew Kosnikov Armor : green armor [0/1] (45%) Phobos Base Lev3
Health: 100% Exp: 2/80% Weapon: combat shotgun (6d3) [2/5]
cautious
Where I'm standing is where the teleport pad leads to. So, yeah.
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May be placing teleport to a "place with no walls nearby" will fix this problem very fast
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Would still easily lead to rooms where the only exit is a corridor with the teleporter.
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Would still easily lead to rooms where the only exit is a corridor with the teleporter.
khem... or your answer is not to my post, or you don't understand me correctly
let me explain:
wall is not a "corridor wall" it's a wall tile on map, so teleport cannot be placed if near him placed a wall tile/
so even this placement:
#..
.*.
...
is incorrect
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yea, my bad.
I thought of that as what you meant, then somehow turned it to mean that you were talking about the destination tile...
Dunno, probably can be blamed on sleep deprivation.
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Would still easily lead to rooms where the only exit is a corridor with the teleporter.
khem... or your answer is not to my post, or you don't understand me correctly
let me explain:
wall is not a "corridor wall" it's a wall tile on map, so teleport cannot be placed if near him placed a wall tile/
so even this placement:
#..
.*.
...
is incorrect
Actually, as doors don't spawn in corners, you could always get past a teleporter in that situation, like if there was a room like this:
#/#
#*.
#..
You can always make a diagonal move, so there's no problem here. It's only a problem when there's wall on both sides.