Difference between revisions of "Talk:Glitchy Fun on Doom II Lvl 32"

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(Re: is there new material here?)
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Why delete it? It's a wierd and strange event in Doom II! -[[User:Flynn Taggart|Flynn Taggart]] 00:09, 10 June 2006 (UTC)
 
Why delete it? It's a wierd and strange event in Doom II! -[[User:Flynn Taggart|Flynn Taggart]] 00:09, 10 June 2006 (UTC)
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: So are [[wallrunning]], [[Mancubus fireball clipping]], and the [[Flawed collision detection|blockmap bug]].  Do you want a separate article about ''each'' place in the game where they might occur?  That would be a long list.
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: I admit that the sound effect part is new to me.  Can those sounds be heard [[User talk:Fraggle#deletion of "Glitches in Map 16 of DOOM II"|in the same place outside any level]]?  Are you saying that they don't happen even in the original Linux sources?  (That would be interesting, since we've always assumed that id's sound-related changes only involved the libraries).
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: Even if the extra sounds are due to math errors or overflow, one probably cannot make a vanilla map where they can be heard during normal play (due to the hard limit on map size), in which case the underlying problem is really incompatibility between the rendering engine and IDCLEV, I think.    [[User:Ryan W|Ryan W]] 19:48, 10 June 2006 (UTC)

Revision as of 13:48, 10 June 2006

This article has already been deleted once, under the name "Glitches in Map 16 of DOOM II".  According to persons more technically informed than myself, it is a combination of the long wall error and one or two node builder bugs, all of which are already documented here in the appropriate places.    Ryan W 18:07, 9 June 2006 (UTC)

  • Delete.    Ryan W 18:07, 9 June 2006 (UTC)
  • Delete for the same reasons as Ryan.

Why delete it? It's a wierd and strange event in Doom II! -Flynn Taggart 00:09, 10 June 2006 (UTC)

So are wallrunning, Mancubus fireball clipping, and the blockmap bug.  Do you want a separate article about each place in the game where they might occur?  That would be a long list.
I admit that the sound effect part is new to me.  Can those sounds be heard in the same place outside any level?  Are you saying that they don't happen even in the original Linux sources?  (That would be interesting, since we've always assumed that id's sound-related changes only involved the libraries).
Even if the extra sounds are due to math errors or overflow, one probably cannot make a vanilla map where they can be heard during normal play (due to the hard limit on map size), in which case the underlying problem is really incompatibility between the rendering engine and IDCLEV, I think.    Ryan W 19:48, 10 June 2006 (UTC)