[Linux] Sidekicks spawn with you when they're not supposed to near ending of prison level

Issue #61 wontfix
Purkkaviritys created an issue

I found a regression...

daikatana187.jpg

This makes the game unbeatable. This was an issue in the Windows version too before it was fixed. The sidekicks are supposed to wait down in the harbour for you to open the door and then come down in an elevator cart.

Comments (22)

  1. Frank Sapone

    This will happen in Windows too if you have the "full" package. The map sources we have are based on v1.0. You can delete the e4m6* maps from your /data/maps dir and reload e4m6a and should be able to finish the normally.

    Thanks for the submission and let me know if that workaround worked out for you.

  2. Frank Sapone

    Whoops I meant to say e4m1 maps. Be sure to delete the corresponding node files in daikatana/maps/nodes/e4m1.nod. Please test the rest of e4 and let me know if its OK.

  3. Purkkaviritys reporter

    I need to figure out how to unpack the PAKs on Linux first. I don't have the SP maps in just /data/maps/ folder. Just punch of multi-player maps I've downloaded. I tried renaming .pak to .zip but that didn't work. Apparently Quake 2 PAKs aren't ZIP files like in Quake 1 and Quake 3.

  4. Frank Sapone

    This makes no sense because the issue is a map bug not an engine bug. Can you just rename your maps dir and test again?

  5. Frank Sapone

    My only other guess would be somehow your pak2.pak is actually the unpatched 1.0 version. The pak2 file should be 142,098,261 bytes.

  6. Purkkaviritys reporter

    If I don't recall incorrectly the files are from the Steam release of the Daikatana. That is 1.2 by default. I made a folder, copied the Data folder from the Windows partition, and then extracted the Linux package on top of it.

    Additionally, the two Quake 2 PAK extractors I've tried both fail to unpack the Daikatana's PAK files citing "this PAK is corrupted". Is the format different somehow in Daikatana's PAKs? Is there any documentation about Daikatana's PAKs?

  7. Frank Sapone

    Also I keep goofing, the map in question is the e4m2 series. When you said prison i thought you meant e4m1.

    This still makes no sense to me though because its a map bug and if you didnt download the full package you shouldnt have a v1.0 map.

  8. Purkkaviritys reporter

    Ok. I tried renaming the maps folder and testing out but it didn't change anything. I can try making a new folder and doing clean install next.

  9. Frank Sapone

    Just so we're clear... you're talking about e4m2b when you come back to e4m2a and you hit the lever to take the tram cart down and the now the door near the bridge is unlocked then you get in the boat and go to e4m3a? How exactly are you producing the issue?

  10. Purkkaviritys reporter

    Yes. I start e4m2a normally, go down the hill to the harbour, leave the sidekicks there and then jump into the water (occasionally do the other route to get the ripper from the cave) and the map will change to e4m2b. I clean the cave and get to the map change point and map changes to e4m2b. I am next to the switch/lever and tram cart/elevator cart that would take me down to harbour and to the boats. However the sidekicks spawn with me in that map change point from e4m2b->e4m2a which is near the lever.

    And I need to apologize. I should have specifically stated the name of the map to be e4m2 instead of the vague "end of the prison level". Sorry!

  11. Frank Sapone

    Wow, you're right. I was using the updated e4m2 maps Knightmare made and wasn't seeing the problem. Hmm... this is odd.

  12. Purkkaviritys reporter

    Yeah, and what makes it even more odd is that I didn't encounter this when I played the Windows version of 1.3 through. That's why I called it a regression.

  13. Frank Sapone

    It does happen in windows v1.3 with the original v1.2 maps. You can rectifiy the situation by testing out our updated v1.3 maps by download the full windows package. This includes glow textures (can be disables with gl_glows 0) and 32bit textures as well. Subtle changes, but they work perfectly fine even on original target hardware (P2s with Voodoo cards).

  14. Purkkaviritys reporter

    I think I just found out why. It doesn't always happen. I kept loading save game I made before the map change point from e4m2b->e4m2a. And then walking into the map change point. And sometimes the sidekicks don't spawn and sometimes they do.

    Yeah, I've been using the Full Package in my other Windows-PC. It's pretty good. I have several different copies of Daikatana installed on PCs I have.

  15. Frank Sapone

    It's happening because of some new sidekick spawning code that was added a while back to adjust the distance of how far away they needed to be to trigger a map transition. Because some of the e4 maps have entire levels where you traverse on your own path and meet up with them later this is breaking things in v1.2 maps. However, in v1.3 maps that Knightmare updated he hacked around this issue with some teleporter triggers which is why I haven't seen it or noticed the issue.

  16. Purkkaviritys reporter

    Ok. I'll try to add the map stuff from the full package to the linux 1.3 installation I have at my hands now.

  17. Knightmare66

    The way that sidekicks were handled in map transitions was changed for v1.3 in order to greatly reduce the annoying "You can't leave without <sidekick>" messages. This required changes to the maps themselves in the cases where sidekicks are left behind in a previous map. Thus the E4M1, E4M2, and E4M6 maps from previous Daikatana versions won't work properly in v1.3.

    That said, the way the sidekicks and map transitions were handled in E4M2 was an absolute disaster. This level was originally a single map in Daikatana alpha, and I'm strongly considering returning it to that state.

  18. Purkkaviritys reporter

    I downloaded the maps_110314.7z package and extracted it into the Data folder. That seems to have fixed this issue. The sidekicks spawn into a some kind of closed room in E4M2b which is inaccessible and next to the map change point. And when the map changes to E4M2a they blink on a screen and get teleported down to harbour.

    If the updated maps and nodes are essentially required to complete the game I'd suggest that if there's no full Linux package, it would be at least stated on the download page that they're required for the SP.

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