Floorhuggers that don't hug the floor

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Post Reply
Gez
 
 
Posts: 17945
Joined: Fri Jul 06, 2007 3:22 pm

Floorhuggers that don't hug the floor

Post by Gez »

I noticed this by testing this wad while summoning a goldskullgolem in Doom2 MAP01-- a floor hugging attack that climbs a ledge continues climbing instead of dropping when it leaves the ledge.

At first I thought that it was maybe because it was spawned by a flying monster, but when I summoned the fire myself in the console it made the same result. Then I thought it was maybe a bug in the DECORATE, but I don't see what could be wrong with it:

Code: Select all

actor GoldSkullGolemFire
{
	height 8
	radius 6
	damage 1
	speed 10
	renderstyle Add
	alpha 1
	PROJECTILE
	+RANDOMIZE
	+FLOORHUGGER
	+RIPPER
	seesound "goldskullgolem/drop"
	deathsound "goldskullgolem/drop"
	states
	{
	Spawn:
		DLFR AB 4 bright
		loop
	Death:
		MISL BCD 8 bright
		stop
	}
}
A hardcoded floorhugger like MinotaurFX2 doesn't suffer from this.
User avatar
Skippy
Posts: 695
Joined: Sun Nov 20, 2005 9:57 am
Location: Belfast, NI

Post by Skippy »

The PROJECTILE keyword sets the +NOGRAVITY flag by default. Have you tried clearing this flag from the actor?
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49230
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

The MinotaurFX2 is cheating. It sets its position itself in a code pointer. This flag clearly is somewhat broken...
Gez
 
 
Posts: 17945
Joined: Fri Jul 06, 2007 3:22 pm

Post by Gez »

Skippy wrote:The PROJECTILE keyword sets the +NOGRAVITY flag by default. Have you tried clearing this flag from the actor?
Good point. I tried, and adding -NOGRAVITY gives it the proper behavior. Still, I think clearing this flag shouldn't be necessary for floorhugger projectiles.
User avatar
Skippy
Posts: 695
Joined: Sun Nov 20, 2005 9:57 am
Location: Belfast, NI

Post by Skippy »

I actually modified the code in your demo WAD as I described. It works, more or less, but the projectile still doesn't behave as expected.

As I understand it, if a +FLOORHUGGER projectile passes between two sectors of differing heights, it should anchor itself instantly to the floor of that sector, regardless of wether it has to move up or down in height. Clearing the NOGRAVITY flag at the minute simply allows the projectile to fall down if it passes over a ledge. This works fine for small distances (the steps in the Entryway, for example) but over a larger drop it would no doubt become very noticeable.

I've never noticed this behaviour before, but it might be that it's simply too subtle to draw your attention in normal play. :?
User avatar
.+:icytux:+.
Posts: 2661
Joined: Thu May 17, 2007 1:53 am
Location: Finland

Post by .+:icytux:+. »

maybe DROPOFF ? :P
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49230
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

Maybe fixing the bug? :?
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49230
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Floorhuggers that don't hug the floor

Post by Graf Zahl »

fixed+
Post Reply

Return to “Closed Bugs [GZDoom]”