Difference between revisions of "Talk:Lost soul clipping problems"

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(Re: speedrunning)
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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)