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Fore/vr/ Alone Beta 5 bugs on KEX

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Sep 19th, 2024
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  1. Done using Beta 5 on HMP on a continuous playthrough
  2.  
  3. If an issue isn't stated then map can be completed with 100% Kills, Items, and Secrets without cheats.
  4. Monsters can walk of ledges if shot, which can increase the difficulty and/or prevent getting 100% kills if they fall in an inaccessible area.
  5. Because of the more complex geometry, monsters will sometimes get stuck and not attack the player.
  6. This isn't meant to be a comprehensive list but what I have personally encountered. There are possibly more save-releated bugs I missed because I was able to beat most maps in one go
  7. Bugs are cross-referenced with the Kex Bug thread on Doomworld
  8.  
  9.  
  10. MAP01
  11. -An Archvile will block the sector from lowering, blocking the exit. A vanilla bug that was fixed in Boom onward
  12.  
  13. MAP02
  14. -Boom silent teleporters don't work in KEX unless both linedef actions match, so you are stuck at the start.
  15. -Explosive Barrels can fly off ledges unlike other source ports, thus breaking the sequences where you kill the Archviles that are surrounded by the explosive barrels. Now you CAN push exploding barrels with enough force in other source ports, but KEX seems to require much less force than you normally would.
  16.  
  17. MAP06
  18. -Revenants can walk off the lift they are standing on, making that part of the map very difficult.
  19. MAP09
  20. -Kex does not count sectors with special 128 as secrets in the secret count, only those tagged with special 9. You can easily go over 100% in secrets since special 128 will still count as an unlocked secret.
  21.  
  22. MAP11
  23. -Automap disappears when zoomed out far enough
  24.  
  25. MAP12
  26. -Can't enter the door that requires the 3 keys despite having them, also means can't 100% the level but you can still exit to the next map. It want all keys of the same type, either all skulls or all keycards. The map gives you a blue keycard and two skullkeys.
  27.  
  28. MAP13
  29. -Taihou poster by the start and bedroom secret is misaligned only on KEX, it tiles the left half twice
  30. -The eyes for the first sector art don't show up on KEX
  31. -Going through the teleporter to the Taitou hallway(the one before the final arena) crashes the game and writes to CRASHLOG.TXT, but only if loading from a save.
  32. -loading a save before the red keycard ambush where the monsters teleport in will cause the monsters to aggro against at least one of the voodoo dolls and ignore you unless damaged
  33. -This is printed to console upon loading into the map: "P_SetupLevel: seg 24039 line 5815 refences a nonexistent back sidedef"
  34.  
  35. MAP14
  36. -When using the switch that lowers the teleporter to the final section, your view will sink for a bit, A voodoo doll fell and landed and your view height is adjusted to match it
  37. -While moving away from the well in the final section towards the switch, The game will freeze and will need to be closed using Task Manager. According to Nightdive this is because something isn't being caught by the exception handler and only they have the means to figure out what's throwing the exception to begin with. This is not save-related
  38. -Upon noclipping around game will give this error then exits: "R_GetColumnComposite: Attempting to create composite during rendering." Something about the textures that Kex doesn't like. Might be related to the aforementioned crash
  39. -Chamber of Secrets doesn't lead anywhere, because silent line teleporters don't work unless both linedefs have the same action.
  40.  
  41. MAP15
  42. -Monsters on a sector that lowers by the Scythe teleporter end up jamming the lifts because there isn't enough height clearance for them.
  43.  
  44. MAP18
  45. -All secrets are marked with sector special 128, so KEX wont count these sectors as secrets
  46.  
  47. MAP20
  48. -Automap is turbofucked unless zoomed in enough, where the screen is black but the edges of the screen have broken jumbled vertices when zooming in or out.
  49. -Monsters will aggro against voodoo dolls in the northwest and ignore the player when loading the save before the port ambush.
  50. -In the blue keycard ambush, Revenants will attack as normal, Pinkies will go after the voodoo dolls in the northeast, Archvilles will ignore you and presumably try to reach the voodoo dolls. Cacos will go south towards the port, going after a different voodoo doll towards the southwestern side of the map.
  51. -Again, the final ambush before the exit will have the imps and archviles go after the voodoo dolls in the Northwest. I wonder what makes them target different voodoo dolls and why
  52. -Every monster that teleports in on the way to the secret exit will ignore you and go after voodoo dolls
  53. -All of this is save-related, so chances are this could also happen in other maps that teleport in monsters and has voodoo dolls and I didn't encounter it because I didn't need to reload a save. This is a known issue but I don't know if many people know that monsters can be targeting different voodoo dolls since they are almost always grouped together outside the playable space.
  54.  
  55. MAP22
  56. -Boom silent teleporters don't work in KEX unless both linedef actions match, therefore you are stuck at the starting area.
  57. -The monsters teleporting at the very end will once again target voodoo dolls if you load a save on the map.
  58.  
  59. MAP31
  60. -Error message up on loading a save into this map: "Unknown tclass 224 in savegame"
  61.  
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