Chaosforge Forum

DoomRL => Bug Reports => Topic started by: BDR on May 06, 2007, 22:33

Title: Um, I thought the teleporter blockage problem was fixed...
Post by: BDR on May 06, 2007, 22:33

There is shotgun shell (x30) lying here.                                       
 There is a shotgun (6d3) [0/1] lying here.                                     
 ##############################################################################
 #..#...#                        ^                      #                     #
 #..#...###########################+#####################                     #
 #..#...+.........+=========               =============+                     #
 #..#...#...}.....#=========              ==============#             0       #
 #..#...#.........#========                 ============#  +        0         #
 #..#...#.........# =======                  ===========#                     #
 #..#...#.........# ======                    ==========#     0           0   #
 #..#...#####+##################################.#.....##############+#+###+###
 #..#...#..........*......@.................}|..%........>..                  #
 #..#...##############+######+#########%..#.###.#...........                  #
 #..+...#.........0.....................................#                     #
 #..#...#.................................%.............#               }     #
 #.%#...#.................................................                    #
 #..+}..#.................................}.............#.   0                #
 #..#.|.#..........................^.......|....|.......#                     #
 #..#...#.................................}}}...}%......#                     #
 #..#...#...............................................#                     #
 #..#...#...................^.........................^.#  0                  #
 ##############################################################################
 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).
Title: Re: Um, I thought the teleporter blockage problem was fixed...
Post by: Jered Cain on May 07, 2007, 05:26
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.
Title: Re: Um, I thought the teleporter blockage problem was fixed...
Post by: BDR on May 07, 2007, 11:04
But I spawned on the left side of the teleporter, where there are no barrels.  How then do I deal with it?
Title: Re: Um, I thought the teleporter blockage problem was fixed...
Post by: DaEezT on May 07, 2007, 11:10
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.
Title: Re: Um, I thought the teleporter blockage problem was fixed...
Post by: BDR on May 07, 2007, 11:35
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".
Title: Re: Um, I thought the teleporter blockage problem was fixed...
Post by: Zeb on May 07, 2007, 14:12
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.
Title: Re: Um, I thought the teleporter blockage problem was fixed...
Post by: Jered Cain on May 07, 2007, 14:43
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?
Title: Re: Um, I thought the teleporter blockage problem was fixed...
Post by: Kornel Kisielewicz on May 07, 2007, 20:59
Wierd, this realy should have been fixed. I'll take a look.
Title: Re: Um, I thought the teleporter blockage problem was fixed...
Post by: TFoN on May 08, 2007, 10:40
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.
Title: Re: Um, I thought the teleporter blockage problem was fixed...
Post by: BDR on May 08, 2007, 21:46
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.
Title: Re: Um, I thought the teleporter blockage problem was fixed...
Post by: Karry on May 09, 2007, 01:35
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.
Title: Re: Um, I thought the teleporter blockage problem was fixed...
Post by: LtStorm on July 04, 2007, 18:31
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.                                     
 ################################################# # ####           ###########
 #..............*.@}%.#.....#.....................#.#......         #.........#
 ##/###################.....#.....................#.#........       #.........#
 #....................#.....#.....................#.#..=.=....      #........0#
 #....................#.....#.....................#.#..==...........#.........#
 #...........0........#.....#.....................#./......0........#.........#
 #.....................##...#....>................#.#.......0.......#.........#
 #......................%%........................#%#...............#.........#
 #....................#...........................#.=...............#.........#
 #..................0.#...................%...%....=#...............#.........#
 #....................#.....#................%....#=#...............#.........#
 #...........0.............%......................#.#...............#.........#
 #....................#...#....##/####+##.#/#########...............#.........#
 #....................#.................%....       #.0............./.........#
 #............................................      #...............#.........#
 #...................%.........................     +...............#.........#
 ##/########/######+##.........................     #...............#.........#
 #....................#.........................    #...............#.....%...#
 #....................#...................0...      #...............#.........#
 #################### ################### ###       ###########################
 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.
Title: Re: Um, I thought the teleporter blockage problem was fixed...
Post by: Cora on July 05, 2007, 12:55
May be placing teleport to a "place with no walls nearby" will fix this problem very fast
Title: Re: Um, I thought the teleporter blockage problem was fixed...
Post by: n9103 on July 07, 2007, 21:59
Would still easily lead to rooms where the only exit is a corridor with the teleporter.
Title: Re: Um, I thought the teleporter blockage problem was fixed...
Post by: Cora on July 10, 2007, 02:31
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
Title: Re: Um, I thought the teleporter blockage problem was fixed...
Post by: n9103 on July 11, 2007, 04:09
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.
Title: Re: Um, I thought the teleporter blockage problem was fixed...
Post by: Fingerzam on July 20, 2007, 11:19
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.