Editing Talk:Void

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It's no secret that when code is involved, I may do only half a job.  But if I do half the job and someone else can immediately see how to do the other half (instead of staring down a blank section), doesn't that result in a better article?
 
It's no secret that when code is involved, I may do only half a job.  But if I do half the job and someone else can immediately see how to do the other half (instead of staring down a blank section), doesn't that result in a better article?
  
* The counts of spawned monsters were introduced in [[Special:Diff/145123|this edit]].  Adding them to the XymphBot tables gives '''103''' total, again excluding bishops and reivers summoned in the final battle.  I was able to get a few builds of ZDoom v2 running in a WinXP VM, and cheated through the level with a pencil and clipboard counting the kills.  There were either '''99 or 100''', matching the DSDA recordings.  Therefore, anyone wishing to improve the listing further must not revert, but reconcile the scripts with the playtesting.  If we think the author intended 103 monsters, we should explain why they may fail to appear, especially in stable releases such as v2.1.0.  If we think the author intended some other number, then a control structure is presumably at work and it is not enough to just scan through the lump counting function calls.
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* The counts of spawned monsters were introduced in [[Special:Diff/145123|this edit]].  Adding them to the XymphBot tables gives '''103''' total, again excluding bishops and reivers summoned in the final battle.  I was able to get a few builds of ZDoom v2 running in a WinXP VM, and cheated through the level with a pencil and clipboard counting the kills.  There were either '''99 or 100''', matching the DSDA recordings.  Therefore, anyone wishing to improve the listing further must not revert, but reconcile the scripts with the playtesting.  If the author intended 103 monsters, we should explain why they may fail to appear, especially in stable releases such as v2.1.0.  If the author intended some other number, then a control structure is presumably at work and it is not enough to just scan through the lump counting function calls.
 
* Cyb's readme simply says that "some slope bugs" were fixed.  The situation described here is the only one I could reproduce; static slopes, like the floors in the red key area, appeared fine in both WADs.
 
* Cyb's readme simply says that "some slope bugs" were fixed.  The situation described here is the only one I could reproduce; static slopes, like the floors in the red key area, appeared fine in both WADs.
 
* In cacovoid.lmp, all three secrets are obtained, as can be confirmed in the console output after playback ends.  The intermission screen says 66%.
 
* In cacovoid.lmp, all three secrets are obtained, as can be confirmed in the console output after playback ends.  The intermission screen says 66%.

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