Chaosforge Forum

DoomRL => Bug Reports => Topic started by: Klear on March 11, 2012, 04:52

Title: [0.9.9.6G Windows] Sergeant doesn't teleport when knocked back
Post by: Klear on March 11, 2012, 04:52
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. =)
Title: Re: [0.9.9.6G Windows] Sergeant doesn't teleport when knocked back
Post by: skarczew on March 13, 2012, 04:45
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. =)
Imho, it would look better and be more doomish if teleporters worked instantly (or almost instantly).
Title: Re: [0.9.9.6G Windows] Sergeant doesn't teleport when knocked back
Post by: 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. 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)
Title: Re: [0.9.9.6G Windows] Sergeant doesn't teleport when knocked back
Post by: Klear on March 14, 2012, 04:48
Well, in Original Doom the teleport is instant, BUT! when you actually arrive to the destination, you cant move for a sec or two.

I don't recall that at all.
Title: Re: [0.9.9.6G Windows] Sergeant doesn't teleport when knocked back
Post by: ih8regin on March 14, 2012, 04:57
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?
Title: Re: [0.9.9.6G Windows] Sergeant doesn't teleport when knocked back
Post by: Klear on March 14, 2012, 05:00
This reminds me - if you have dodgemaster (or are lucky) and teleport in view of enemies who fire at you once you emerge, they will attack the teleporter source (your last location) which looks very wrong.

If the enemy in question was chainfiring and you teleported on the other side of him, it would probably look even weirder, with him spraying 180 degrees around him.
Title: Re: [0.9.9.6G Windows] Sergeant doesn't teleport when knocked back
Post by: HexaDoken on March 14, 2012, 08:21
Play deathmatche more. The teleporter freezup is a sure death if someone happens to camp the destination with a SSG.