Pfhorrest / Eternal

Eternal is a free scenario for Aleph One
eternal.bungie.org
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Weird monster behaviour on stairs in Core Done Blew #321

Open aaronfreed opened 4 years ago

aaronfreed commented 4 years ago

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Monsters usually will just freeze at this point and refuse to climb the stairs any further. Not sure why. Been like that since I can remember.

aaronfreed commented 4 years ago

…I don’t remember why I used this wall texture for this recharger, but it’s probably not the best choice. Should at least have used its vertical counterpart.

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also, floor texture doesn’t seem to align quite right in this area:

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(this is true for a lot of these on this staircase)

…if this doesn’t mess up the sound objects in the region, maybe play faint waterfall sounds on each of those polygons:

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this switch doesn’t align perfectly; might be worth figuring out what the exact height/width should be

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sometimes troopers in this sewage area won’t shoot at the player or sometimes even activate:

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(This might be an engine glitch rather than a map glitch, though)

aaronfreed commented 4 years ago

this UESC insignia comes out backwards due to the way Marathon handles floor textures (and in 1.3 we're not even going to have these in a format where you can put them on floors/ceilings, probably)

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vertical texture alignment doesn't quite add up:

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horizontal texture alignment issue:

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(might be problem w/ platform having same texture as surrounding walls; check this)

might make more sense to move floor & ceiling tiles 1/8 WU north or south:

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floor/ceiling don't line up with walls:

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It's possible the horizontal and vertical textures don't exactly match, but either way, it'd be better to line these up a bit better. This is also true for the recharger in the area. And also these terminals:

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Probably best to recheck alignment of stuff like this throughout the level, since I didn’t think of it until I was very nearly at the end.

This Juggernaut near these terminals got activated somehow:

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But it just stayed in place. Amusingly, I was able to kill it with the staff, which then woke up the other two Juggernauts in the same area. But they didn’t really do anything interesting. Check to see if any polygons in this area use the M1 glue trigger polygons (I can never remember how those work but I think superglue = equivalent of zone border?)

The Mother of All Hunters at the end somehow got knocked underneath this ceiling which is too low for her (#IfIWereWittierIWouldHaveAnAmusingJohnOliverStyleHashtagHere #feminism) to move:

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Because the light never actually raises to a high enough level, it’s not possible to use this pattern buffer if you’re looking at its left side (probably the same with the other case of this at the start, and this applies to the terminal on the left side as well). This can be fixed by making a split polygon just behind the other one that has the light value of the right side of the pattern buffer/left side of the terminal, then applying the version with the lighting effects as a transparent texture to the polygon closer to the player.

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