[latest ZDoom] Monsters still react to +Invisible player

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Expand view Topic review: [latest ZDoom] Monsters still react to +Invisible player

Re: [latest ZDoom] Monsters still react to +Invisible player

by Cacodemon345 » Sat Jan 13, 2018 1:02 pm

It is totally unintended behaviour. Monsters are supposed to properly react to player when it makes a sound.

Re: [latest ZDoom] Monsters still react to +Invisible player

by Ghastly » Sat Jan 13, 2018 12:51 pm

Yeah, I saw that and brought this up again because Graf seems to be misunderstanding what's happening with this.
Graf Zahl wrote:Being alerted is purely dependent on sound status.
Except they aren't reacting to sound. This happens when you stand in front of them without shooting at all. I also doubt the infinite-loop crash Cacodemon345 encountered is intended behavior. Even if it is, the way this works makes the flag useful at all.

Re: [latest ZDoom] Monsters still react to +Invisible player

by _mental_ » Sat Jan 13, 2018 5:00 am

See this topic for more info.

Re: [latest ZDoom] Monsters still react to +Invisible player

by Cacodemon345 » Sat Jan 13, 2018 4:22 am

It seems to be a bug in GZDoom and it seems that GZDoom is stuck in some sort of infinite loop that will keep on playing SeeSounds.
Below is a demo lump that shows it in action (unzip zip file, then open the crashreport lump with that said wad):
Attachments
crashreport.zip
(1.15 KiB) Downloaded 25 times

[latest ZDoom] Monsters still react to +Invisible player

by Ghastly » Fri Jan 12, 2018 5:28 pm

If you have a player class with the +Invisible flag (which the wiki says "implies invisibility to monsters"), monsters still sort of react to them. While they don't seem to activate, exactly, they play SeeSounds repeatedly and randomly turn around. I attached an example wad with just an +Invisible player class.
Attachments
InvisibilityBug Example.zip
(304 Bytes) Downloaded 31 times

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