Dwell

On d2m6 i have this bug. It honestly made the map kinda interesting, to the point that I realized it was bugged after I finished it and there was someone playing it on Twitch.

Other than that, amazing work. This is one of the best episode I ever played.
I also got this effect upon re-entering that zone — after finding the exit, I left the large contiguous area opening onto the waterfall by rocket-jumping back into the drop that first gets you there. After more exploration of the start area I returned and noticed something was up at the spot you took the screenshot. For a while I thought I'd triggered something fantastic (it was pretty awesome exploring in the dark!) but eventually concluded it must be a bug. There's a fair few more bugs I discovered here and in JCRs prequel map in episode 1 — is this the best place to submit these?
 
I also got this effect upon re-entering that zone — after finding the exit, I left the large contiguous area opening onto the waterfall by rocket-jumping back into the drop that first gets you there. After more exploration of the start area I returned and noticed something was up at the spot you took the screenshot. For a while I thought I'd triggered something fantastic (it was pretty awesome exploring in the dark!) but eventually concluded it must be a bug. There's a fair few more bugs I discovered here and in JCRs prequel map in episode 1 — is this the best place to submit these?
Yeah, as good a place as any. We're probably doing one more patch in a few days to catch the last few visual bugs that slipped through the cracks, and that'll be it. Speak now or forever hold your peace!
 
Edited to remove false reports (1 & 4 are engine limitations, 6 was due to my not being able to distinguish the difference between the pillar switch variations)

OK, these are all D2M6

(Points 1-4 reference the corresponding screenshots)

1. In the opening scene, a crystal to the right of centre renders in front of the waterfall that should obscure it.
2. The right door in the first underwater complex triggers a missing sound when approached in lock state;
Code:
sound/jcrsounds/uwpush.wav
and
Code:
sound/markie/rumbe.wav
also fail to load on map start.
3. In the same complex, there's a blue-lit corner room populated by crystals, zombies & a backpack. Hugging the back wall (from point of entry) takes you out of the water.
4. Another crystal render-order bug next to the first plunge teleporter. On further exploration it seems stacked crystals will always present this variation of the bug: there is one intended perspective to view crystal formations from, and they will appear to stack in that order from any other angle (ie back-to-front). Maybe this is a hard limitation, but it's especially visible in the exit room, where 2 of the crystal formations don't stack in what seems to be the natural angle of approach.
5. The super nailgun secret unexpectedly puts you in a water brush whose boundaries don't match what's visible from outside. Once entered into it's very difficult to work out what the expectation mismatch is; but it seems like the opposite of bug 3 above, in that the water brush extends beyond what's visually indicated. Getting out of here is very confusing but significantly it's possible from this point to swim up to the top of the upmost clifftops.
6. There's a series of pillars which trigger 'N more to go' messages, but the last one doesn't trigger any message or anything else I noticed or could find after much exploration. I thought this might have secretly opened up the shrine, but no (still can't find that, lol).
7. Entering the exit room ominously triggers a 'No turning back now' message. Funny, because that's typically a message you get when attempting to back out of a starting area, but it feels like something's missing: the doors don't close behind you, all previously explored areas are still accessible.
 

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The first one is an engine issue. If you're using Ironwail, try setting `r_oit` to `1`
Tried on vkQuake & QuakeSpasm and sure enough, they don't exhibit the issue of the crystal rendering in front of the waterfall — but Ironwail is the recommended engine. Tried applying `r_oit` as launch parameter and cvar but no dice: when attempting to set it in-game, the engines says they don't recognise the cvar. Couldn't find any mention of the string via web search either. 🤔

Crystals having a universal stacking order — whereby any given crystal brush will always appear either in front of or behind another regardless of which angle they're viewed from — is an issue in all engines AFAICT (vkQuake example below).
 

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Oh, I forgot, I have a development build of Ironwail; I don't believe that cvar is on the last release. Yeah, having multiple translucent surfaces is a notorious problem in rendering. Users of graphics APIs generally don't get to decide the order faces are rendered, unless they split it up into mutliple draw calls, but that slows things down. Alpha-test (fence) textures work because you don't blend the color, you either overwrite the pixel or leave it alone depending on the depth of the pixel.
 
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Oh, I forgot, I have a development build of Ironwail; I don't believe that cvar is on the last release. Yeah, having multiple translucent surfaces is a notorious problem in rendering. Users of graphics APIs generally don't get to decide the order faces are rendered, unless they split it up into mutliple draw calls, but that slows things down. Alpha-test (fence) textures work because you don't blend the color, you either overwrite the pixel or leave it alone depending on the depth of the pixel.
Ahhh I see. Thanks for the explanation!

Edited my long post to cover that and another misunderstanding it took me ages to work out: the switch scripting isn't broken, it's just that there's two subtly different kinds of pillar switch; I thought you needed to hit all pillar switches for the unlock so the missing messages and count iteration confused me 😅.

More D2M6 bugs, corresponding to screenshots:
1. Another discrepany between water volume effects and visual feedback, trying to explore the forbidden upper reaches of the first underwater complex above the wooden boards yields this spot to the right of the tunnel leading to the bridge
2. vkQuake only: extra cells appear in the cave by the ruined gold key tower
3. vkQuake only: ruined fort wall explosive doesn't spawn
4. All engines: in the switch-pillar room, the waterfalls don't extend to the water surface
 

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I can't get 100% kills in At Swim Two Birds for some reason. I get 185/187 on Skill 3. Weird thing is that I noticed two scrags leisurely floating in the sky in one of the intermission screens, so not sure if they are to blame for it?

Namnlös.jpg
 
I can't get 100% kills in At Swim Two Birds for some reason. I get 185/187 on Skill 3. Weird thing is that I noticed two scrags leisurely floating in the sky in one of the intermission screens, so not sure if they are to blame for it?

View attachment 2350
Yes. They are. Those 2 scrags to blame. When finscreen - map is still working
 
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Hm, I have not a chance in hell to get through the final battle in The Pale Sun on Nightmare. I mean, it's not even close, so no idea to keep on trying really. In fact, I couldn't do it on Hard either, without chickening out and doing a grenade jump to get up on the platform, but I notice that it isn't possible anymore. Am I missing something here? Anyway, I guess that's the end of Episode 2 on either Hard or Nightmare for me. :(
 
Hm, I have not a chance in hell to get through the final battle in The Pale Sun on Nightmare. I mean, it's not even close, so no idea to keep on trying really. In fact, I couldn't do it on Hard either, without chickening out and doing a grenade jump to get up on the platform, but I notice that it isn't possible anymore. Am I missing something here? Anyway, I guess that's the end of Episode 2 on either Hard or Nightmare for me. :(
First phase you can basically stay in the center, there's a timing to it, it becomes quite easy once you have the rhythm with haste + nailgun. There's also a VERY helpful secret just before the fight area (and it's very easy to find).
I just did it again on Nightmare now, with barely a scratch.

But yeah Dwell is definitely harder than the norm, no shame switching to Normal difficulty.
 
I tried standing in the center, but I run out of ammo and everything goes south after that. Not a fan of such jumps in difficulty to be honest. It's been more or less a breeze on nightmare until this fight.
 
Weird, to me this is more of a puzzle segment than an actual skill challenge (if you're used to playing copper NM). You shouldn't be running out of ammo, there are 50 nails before the fight, and 200 in the arena + plenty of shells.
Here I go in with 0 ammo (just the 50 nails from before the drop), and even forget to pickup the shells (takes me a second to figure out why I can't switch to shotgun hah) and still manage to survive it on NM with my very sloppy aiming and movement. :D
 
lol I didn't realise I was playing the old source 😫. All the water volume bugs I've been reporting were fixed in Tuesdays update. vkQuake bugs remain. A new bug is introduced in the update: the right hand side button door off the starting area has an untextured wall brush. vkQuake also fails to open the DIM9 throwback secret and the shrine super secret.
 

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Haven't checked your video, but I just tried 5-10 more times, starting out with 200 ammo, which runs out, so I have to pick up more, which brings chaos. One time I survived to the kamikazes returned at the end of the second phase. Meh, I honestly hate this fight.

EDIT: I was going to record a video of me dying, but annoyingly enough I actually survived this time. LOL.

 
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Weird, to me this is more of a puzzle segment than an actual skill challenge (if you're used to playing copper NM). You shouldn't be running out of ammo, there are 50 nails before the fight, and 200 in the arena + plenty of shells.
Here I go in with 0 ammo (just the 50 nails from before the drop), and even forget to pickup the shells (takes me a second to figure out why I can't switch to shotgun hah) and still manage to survive it on NM with my very sloppy aiming and movement. :D
I think the degree to which it is a "puzzle segment" depends on your skill level, though, right? Your precision here is very high - I don't think you miss a shot at all, despite the rapidity of your aiming switching between targets whilst moving. So, sure, it's a puzzle segment (in terms of target priority)... if your execution is already near perfect. (If you think this is "sloppy", then...)