Sector effect 14[edit]

Does it appear anywhere in stock levels? While I haven't seen any for myself, my estimate would be that it is used once or twice in the first game, and probably does not appear at all in Doom II. Unmaker 03:37, 25 October 2012 (UTC)

Went through a search in DeePsea and found out that there isn't a single type 14 sector in Doom, Doom II or TNT: Evilution (all v1.9).
As a side note, the other peculiar type, 10, was only found in MAP27: Monster Condo (Doom II) where it was put in one sector. --Jartapran 14:13, 25 October 2012 (UTC)
Thanks for your effort. Well, that don't surprise me. Notice how these specials are the only two that execute their sectors' movement - this is usually done via linedef actions, but in this case sector thinkers must be activated right from the zeroth gametic, not triggered by something, I guess.
I don't think there were much use for these specials in the first place - chiefly for secret doors and things like that. Maybe they are used somewhere in alphas or the press-release. Unmaker 15:43, 25 October 2012 (UTC)

source code pointers[edit]

It would be useful to have pointers to where the effects are defined in code.. -- Shambler (talk) 04:27, 18 July 2017 (CDT)

Sector types 12 and 13[edit]

The current revision states that for Doom, sector type 12 is "blink 0.5 second, synchronized" and type 13 is "blink 1.0 second, synchronized", but according to this part of Chocolate Doom's source code, the interval for type 12 is actually 1 second, while type 13's interval is about 0.5 seconds. This is not to be confused with types 2 and 3, whose descriptions are correct. I'd like a second pair of eyes to make sure that I'm reading the associated code correctly, though. I also haven't checked if this applies to the other games that use these sector types.

I'll edit the article eventually (unless someone beats me to it), but I want to document this here since this isn't obvious. Jjp (talk) 17:15, 3 December 2020 (CST)