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

From DoomWiki.org

(Categorize with tracking template instead of manually. This is the backlog -- trivial vs non-trivial will be assessed later in a separate pass.)
 
(2 intermediate revisions by the same user not shown)
Line 1: Line 1:
 +
== Deletion ==
 +
 +
{{Vfd-deleted|trivial=0}}
 +
 
[[Talk:Glitches in Map 16 of DOOM II|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.    [[User:Ryan W|Ryan W]] 18:07, 9 June 2006 (UTC)
 
[[Talk:Glitches in Map 16 of DOOM II|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.    [[User:Ryan W|Ryan W]] 18:07, 9 June 2006 (UTC)
  
Line 21: Line 25:
 
The VfD outcome was '''delete''' so the article has been deleted -- [[User:TheDarkArchon|TheDarkArchon]] 12:56, 19 June 2006 (UTC)
 
The VfD outcome was '''delete''' so the article has been deleted -- [[User:TheDarkArchon|TheDarkArchon]] 12:56, 19 June 2006 (UTC)
  
== Just commentary ==
+
== Testing ==
  
 
I just performed the boundary clipping as suggested for Level 16. After running 1:15 I heard Imps. I also did the same thing running backwards from the northeastmost point of Level 1 and at 0:55 seconds I heard Imps, mostly.
 
I just performed the boundary clipping as suggested for Level 16. After running 1:15 I heard Imps. I also did the same thing running backwards from the northeastmost point of Level 1 and at 0:55 seconds I heard Imps, mostly.

Latest revision as of 21:10, 3 December 2019

Deletion[edit]

Edit-paste.svgThe content associated with this talk page was considered for deletion, and either was deleted, or was kept after a period of discussion. This page has been retained for historical reference regarding the deletion process, or in case of future restoration of any deleted content.
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.
  • Delete. Horrible non-article. Fraggle 08:05, 19 June 2006 (UTC)

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)

I'm fairly certain, as I commented on the already-deleted article's talk page, that this is normal behavior when you clip out into the void near where the Doom engine's coordinates wrap around to the other side of the map. Bloodshedder 21:58, 10 June 2006 (UTC)

I'm sorry about the n00bish look to the page, but I had proof of this and I really wanted to make it known, also I was hurrying and I mistook Lvl 15 for lvl 16. And also, the level in the title on this page should be 16 -Flynn Taggart 17:17, 11 June 2006 (UTC)

The VfD outcome was delete so the article has been deleted -- TheDarkArchon 12:56, 19 June 2006 (UTC)

Testing[edit]

I just performed the boundary clipping as suggested for Level 16. After running 1:15 I heard Imps. I also did the same thing running backwards from the northeastmost point of Level 1 and at 0:55 seconds I heard Imps, mostly.

I did this in Level 24 (Chasm, northwestmost point), since it seems one of the biggest levels, and it still took 50 seconds for the sounds to occur.

Just thought I'd offer evidence that this can be done in other levels.

-- Ibex