Bar doors will not open in WAD

I was going through a map that I created in the latest build of Doomsday (#339). In my map I have a lift surrounded by "bar doors". These doors have worked fine on other source ports, but one part of it will not work in Doomsday.

I took out the part of the map where this issue occurs and put it into a separate WAD and have provided a link for it. Here is what you need to do:

1) Walk forward and open the first set of bar doors. This should work fine.
2) Walk into the lift.
3) The bar doors behind you should have closed. Try to open them, and they should not open.
4) Press the switch inside the lift to move the lift down.
5) At the bottom of the lift, try to press spacebar on the next set of bar doors. These doors will not open in Doomsday, even though I have the line actions and line/sector tags configured correctly.
6) Use IDCLIP to get to the other side of the bar doors mentioned in step 5. The bar doors will open from this side.

Is this some random bug?

If you need me to put this on sourceforge, let me know.

Here is a link to the WAD:

http://www.filesavr.com/87NIL302K8VRFFJ?reloaded=true

Thanks.

Comments

  • Is this some random bug?
    No.
    In PrBoom+ in Doom2 v1.9 compatibility mode, the bars do not open either. Thus it's not a bug but vanilla Doom behavior. (You should've tested in a compatible port and not ZDoom.)
    The vanilla limitation you're seeing is that the closest line with a nonzero type will consume the "use" action, even if it's walkover activated.
  • A little elaboration on Reg's post.

    Boom added a linedef flag called 'pass through'. If placed on a linedef with a walk over trigger on, use events would pass through it as if it isn't there.

    Some ports, like ZDoom, auto apply this to every walk over trigger.
  • As vermil says, if you need both LineDefs to have their own special - the correct way to implement this is to make use of BOOM's "pass through" LineDef flag, so that player use does not stop after activating the first special (which Doomsday supports, btw).

    As reg pointed out, this is a behavioural change in ZDoom-based ports.
  • Ok, I tested it out in Chocolate Doom (which is closest to vanilla as possible) and had the same scenario as I did with Doomsday.

    So is it because I have the walk-over lines and switch-triggered lines so close to each other in this situation? Would I need to give some extra distance between the two? If so, how much?

    Thanks.
  • So is it because I have the walk-over lines and switch-triggered lines so close to each other in this situation? Would I need to give some extra distance between the two? If so, how much?
    AFAIK, "use" action originates in player's center, so 17 units (player radius + 1). It can be annoying having to hug the bars, so you might want to put more free space inbetween.
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