Talk:Lost soul clipping problems

Revision as of 17:03, 25 June 2013 by Eris Falling (talk | contribs) (PlayStation sound conundrum)

Revision as of 17:03, 25 June 2013 by Eris Falling (talk | contribs) (PlayStation sound conundrum)

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)

Per this discussion it appears that clipping checks are sufficiently well understood that the necessary speed could be calculated (by someone who knew the source backwards and forwards).  Further playtesting in REALLY contrived situations still fails to show a lost soul doing this in Ultimate Doom however.    Ryan W 00:14, June 6, 2010 (UTC)

PlayStation sound conundrum

As far as I can remember, the enemies that sound the same in the PlayStation port are exactly the same as the PC, with the exception of the Arachnotron and the Nightmare Spectre. Simply put, there's little difference between the two ports as far as sound variety is concerned, therefore the sentence is quite redundant. --Eris Falling 22:03, 25 June 2013 (UTC)

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