Difference between revisions of "Targets not preserved in saved games"

From DoomWiki.org

[unchecked revision][unchecked revision]
(I added more. The source cause of the error is needed though.)
(style fixes. I think it's ok to "speak to the player" in this case, as it is a tutorial on how to demonstrate the effect)
Line 1: Line 1:
 
{{template:stub}}
 
{{template:stub}}
  
In any DOOM game, when you save, soundtargets are not kept in the savegame, so any monsters that saw you and was active is dormant again. Their location and angle when you saved is however preserved.
+
In any DOOM game, when a game is saved, soundtargets are not kept in the savegame, so any monsters which were active at the time become dormant again. However, their location and angle when the game was saved is preserved.
 +
 
 +
== Demonstrating the effect ==
  
 
Here is one way to see the anomalous behavior:
 
Here is one way to see the anomalous behavior:
  
 
#Start a new game of [[Doom II]] ([[MAP01: Entryway|MAP01]]) on [[I'm too young to die]].
 
#Start a new game of [[Doom II]] ([[MAP01: Entryway|MAP01]]) on [[I'm too young to die]].
#When the program loads, you will be looking at two troopers whose backs are toward you.  Ignore them for now; instead, walk west along the short corridor until you reach the balcony.
+
#When the program loads, you will be looking at two troopers with their backs to you.  Ignore them for now; instead, walk west along the short corridor until you reach the balcony.
#Fire a bullet.  Two grunting sounds will now inform you that you have gotten the troopers' attention.
+
#Fire a bullet.  Two grunting sounds will now indicate that you have attracted the trooper's attention.
#Save your game.
+
#Save the game.
 
#Load the game you just saved.
 
#Load the game you just saved.
 
#(Optional) Stand still for a minute or two and listen.  One would expect to hear the breathing noise made by zombies as they walk around, but all is quiet.
 
#(Optional) Stand still for a minute or two and listen.  One would expect to hear the breathing noise made by zombies as they walk around, but all is quiet.
#Carefully inch your way back along the corridor to the starting point, keeping your eye on the opening to the north. As you get into each trooper's line of sight, one of two things will happen:
+
#Carefully move back along the corridor to the starting point, keeping your eye on the opening to the north. As you move into each trooper's line of sight, one of two things will happen:
#*If he is facing you, he will become aroused and start moving.
+
#*If he is facing you, he will become active and start moving again.
 
#*If he is not facing you, you will see him standing still.
 
#*If he is not facing you, you will see him standing still.
  
So, even though the troopers became aroused in step 3, they "fell asleep" during step 5.
+
So, even though the troopers woke up in step 3, they "fell asleep" during step 5.
  
 
[[Category: Errors and bugs]]
 
[[Category: Errors and bugs]]

Revision as of 16:11, 25 February 2006

Under construction icon-yellow.svgThis article or section is a stub. Please help the Doom Wiki by adding to it.

In any DOOM game, when a game is saved, soundtargets are not kept in the savegame, so any monsters which were active at the time become dormant again. However, their location and angle when the game was saved is preserved.

Demonstrating the effect

Here is one way to see the anomalous behavior:

  1. Start a new game of Doom II (MAP01) on I'm too young to die.
  2. When the program loads, you will be looking at two troopers with their backs to you. Ignore them for now; instead, walk west along the short corridor until you reach the balcony.
  3. Fire a bullet. Two grunting sounds will now indicate that you have attracted the trooper's attention.
  4. Save the game.
  5. Load the game you just saved.
  6. (Optional) Stand still for a minute or two and listen. One would expect to hear the breathing noise made by zombies as they walk around, but all is quiet.
  7. Carefully move back along the corridor to the starting point, keeping your eye on the opening to the north. As you move into each trooper's line of sight, one of two things will happen:
    • If he is facing you, he will become active and start moving again.
    • If he is not facing you, you will see him standing still.

So, even though the troopers woke up in step 3, they "fell asleep" during step 5.