[2.8pre-1675-g7be6041] RGF_CORPSES does nothing.

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Expand view Topic review: [2.8pre-1675-g7be6041] RGF_CORPSES does nothing.

Re: [2.8pre-1675-g7be6041] RGF_CORPSES does nothing.

by Major Cooke » Wed Jul 22, 2015 3:57 pm

Re: [2.8pre-1675-g7be6041] RGF_CORPSES does nothing.

by Edward-san » Wed Jul 22, 2015 12:53 am

edward850 wrote:While all monsters can have MF_CORPSE, so can anything that dies with a raise state (thanks Batman Doom), and players.
More over [...]
Uh, I miss the meaning of that sentence, as there isn't the grammatical main clause.

Re: [2.8pre-1675-g7be6041] RGF_CORPSES does nothing.

by edward850 » Tue Jul 21, 2015 6:34 pm

Well if it's being rewritten there really isn't much for me to do anymore. :P

Re: [2.8pre-1675-g7be6041] RGF_CORPSES does nothing.

by NeuralStunner » Tue Jul 21, 2015 4:41 pm

phantombeta wrote:I asked Edward850 to take a look at that bug.
Ah, cool. I was going to mention it to him myself but never got around to it. (Been taking a break from ZDoom for the most part, lately.)

Re: [2.8pre-1675-g7be6041] RGF_CORPSES does nothing.

by Beed28 » Tue Jul 21, 2015 2:51 pm

I'm up for it being rewritten. If the new one can be made to actually work with a mad-wide radius, I wouldn't need to use such a hacky method in Doom: Megabounce. Also, if it's going to be completely rewritten, would it be possible to make it work with RGF_ITEMS, or would that still be impossible?

Re: [2.8pre-1675-g7be6041] RGF_CORPSES does nothing.

by phantombeta » Tue Jul 21, 2015 2:40 pm

NeuralStunner wrote:I'm all for an improved remake, especially if it actually does work just like A_Explode.
I asked Edward850 to take a look at that bug.

Code: Select all

[...] [02:51.32 AM] <@Edward850> The bounding box iteration is just a blockmap. Distance checks are still needed, and explosions do actually check the radius. [...]
[...] [02:55.18 AM] <@Edward850> I think what I might do if I get the chance to look at this tonight, is actually just make common functions between these two... uhm... functions. [...]
[edit]I think a new function should not be made...
A_RadiusGive is completely broken and the current implementation should be deleted and replaced with a rewritten version of the function. Compatibility doesn't even matter, the function doesn't even work like it's supposed to so it should be completely rewritten.[/edit]

Re: [2.8pre-1675-g7be6041] RGF_CORPSES does nothing.

by Major Cooke » Tue Jul 21, 2015 2:13 pm

Agreed, but couple things. First, I'm going to ensure I don't waste time if Graf doesn't approve, or Randi. Second, even if approved, don't expect the pull request to be merged anytime soon.

Re: [2.8pre-1675-g7be6041] RGF_CORPSES does nothing.

by NeuralStunner » Tue Jul 21, 2015 1:44 pm

I'm all for an improved remake, especially if it actually does work just like A_Explode.

Re: [2.8pre-1675-g7be6041] RGF_CORPSES does nothing.

by Major Cooke » Tue Jul 21, 2015 1:42 pm

Would remaking the function as another work better, or would that just be a waste of time? I.e. A_RadiusGive2 or A_RadiusGiveEx... It's something I'd very much like to fix but it appears that would be the only course of action if we want to avoid breaking anything.

Re: [2.8pre-1675-g7be6041] RGF_CORPSES does nothing.

by Graf Zahl » Tue Jul 21, 2015 12:05 am

Poorly designed indeed. The fact that all checks are for exclusion, not inclusion means that there's basically no way to change this.

Re: [2.8pre-1675-g7be6041] RGF_CORPSES does nothing.

by edward850 » Mon Jul 20, 2015 11:18 pm

Lacking an example, I can't actually test this, but I have noticed a potential logical hole. While all monsters can have MF_CORPSE, so can anything that dies with a raise state (thanks Batman Doom), and players.
More over, RGF_CORPSES on its own wont actually include anything, so you still need to check for another flag type. RGF_MONSTERS is required to check for all corpses of monsters, but the kicker here is it also means that normal monsters are also inclusive. Something tells me this isn't what you want, and the flag check logic here is rather poorly designed.

... Almost as if it was never actually tested.

Re: [2.8pre-1675-g7be6041] RGF_CORPSES does nothing.

by Yholl » Mon Jul 20, 2015 3:38 pm

Major Cooke wrote:Pre-dead corpses or monsters that were actually killed?

Pre-dead monsters don't have the +CORPSE flag (see Skip_Super).
Killed, I know about how the pre-dead ones are. I spawn imps, kill imps, and the RadiusGive has no effect on them. Changing the flag from the corpse flag to the monster flag, and using it on living monsters works fine, using the corpse flag on dead ones doesn't work at all.

Re: [2.8pre-1675-g7be6041] RGF_CORPSES does nothing.

by Major Cooke » Mon Jul 20, 2015 2:55 pm

Pre-dead corpses or monsters that were actually killed?

Pre-dead monsters don't have the +CORPSE flag (see Skip_Super).

[2.8pre-1675-g7be6041] RGF_CORPSES does nothing.

by Yholl » Mon Jul 20, 2015 9:28 am

The RGF_CORPSES flag in A_RadiusGive doesn't appear to work at all right now. I need it to be able to recreate the skull items from DoomRL properly.

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