sv_respawnprotect effect and invulnerability sphere issue

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Edward-san
Posts: 1774
Joined: Sat Oct 17, 2009 9:40 am

sv_respawnprotect effect and invulnerability sphere issue

Post by Edward-san »

If you remember this bug report, now there's something which could be nice to fix:

Code: Select all

zdoom -iwad doom2 -warp 01 -nomonsters -deathmatch +sv_respawnprotect 1 +sv_cheats 1
active the chasecam, add a bot, kill yourself, then when you respawn, 'summon invulnerabilitysphere' and pick it up when the respawn protection is still in effect. You will notice that the protection effect will disappear only if the invulnerability expires, which is after 30 seconds instead of 3 seconds.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49225
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: sv_respawnprotect effect and invulnerability sphere issu

Post by Graf Zahl »

I'll be honest here: I really don't care. Fixing this is a rather complicated affair because the two invulnerability items get merged and that's not easy to undo. It's really not worth the effort for a completely cosmetic issue with a near-zero likelihood of appearing outside of deliberate test cases.
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Nightfall
Posts: 555
Joined: Thu Aug 06, 2009 4:00 am
Location: Finland

Re: sv_respawnprotect effect and invulnerability sphere issu

Post by Nightfall »

Yeah because there's no such thing as multiplayer, right?
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49225
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: sv_respawnprotect effect and invulnerability sphere issu

Post by Graf Zahl »

No, because this thing is a real mess to fix, and only gets into play if you pick up such a thing right after spawning.
To make it clear: The feature as implemented is not fixable, it will have to be reimplemented from scratch. If you want it fixed, how about thinking up a solution yourself? Oh, of course that solution should not break anything, too!
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