Difference between revisions of "Talk:Lost soul clipping problems"
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:If the bug had ever been fixed, the lost soul would simply die anyway (the way they die in similar situations when they have no room to spawn) so I would say the bug provides no speedrunning advantage. [[User:Zaximus|Zack]] 05:42, 3 January 2008 (UTC) | :If the bug had ever been fixed, the lost soul would simply die anyway (the way they die in similar situations when they have no room to spawn) so I would say the bug provides no speedrunning advantage. [[User:Zaximus|Zack]] 05:42, 3 January 2008 (UTC) | ||
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+ | :: Er... that's true now, yes, but IIRC in the old days, some categories (Tyson for instance) required you to kill lost souls. [[User:Ryan W|Ryan W]] 01:37, 4 January 2008 (UTC) |
Revision as of 20:37, 3 January 2008
I seem to remember reading that lost souls could, once in a blue moon, go through a monster-blocking linedef during a normal attack (simply because of their speed and roundoff error). I can't get this to show up in playtesting, however, and people seem to have great difficulty associating roundoff error with a specific code excerpt, so maybe that has to wait until we happen to find a demo.
Also, in the Bugs table under "Loophole" this should technically be a Y, because in old-school speedrunning it saved the player having to kill some Lost Souls (since they were outside the map). Or should it? Ryan W 17:42, 2 January 2008 (UTC)
- If the bug had ever been fixed, the lost soul would simply die anyway (the way they die in similar situations when they have no room to spawn) so I would say the bug provides no speedrunning advantage. Zack 05:42, 3 January 2008 (UTC)
- Er... that's true now, yes, but IIRC in the old days, some categories (Tyson for instance) required you to kill lost souls. Ryan W 01:37, 4 January 2008 (UTC)