For some mods, weapon information is loaded after one tick in the game.
Steps to reproduce:
1. Download
LILA-DOOM
2. Start the game with the following command line parameters:
Code: Select all
gzdoom -file LILA-DOOM.pk3 +map map01 +"wait 1; give all"
Expected result: all mod weapons are given by "give all" cheat. Printinv command outputs 50 entries.
Actual result: vanilla weapons are given. Printinv command outputs 43 entries.
Notes:
1. The expected result can be achieved by launching the game with the following command:
Code: Select all
gzdoom -file LILA-DOOM.pk3 +map map01 +"wait 2; give all"
(note wait 2)
2. The mod in question uses setslot command in keyconf, which is deprecated.
I'm not sure if this is a bug or just an engine quirk, in any case chances of encountering this bit of behavior in real situation are slim. One of my mods, however, attempted to get weapon slot information at the game start, and discovered wrong data. The workaround is to load weapon slot data when level.time == 1 instead of inside playerEntered event.
For some mods, weapon information is loaded after one tick in the game.
Steps to reproduce:
1. Download [url=http://digital-signal.net/brad/Backup/LILA-DOOM.7z]LILA-DOOM[/url]
2. Start the game with the following command line parameters:[code]gzdoom -file LILA-DOOM.pk3 +map map01 +"wait 1; give all"[/code]
Expected result: all mod weapons are given by "give all" cheat. Printinv command outputs 50 entries.
Actual result: vanilla weapons are given. Printinv command outputs 43 entries.
Notes:
1. The expected result can be achieved by launching the game with the following command:[code]gzdoom -file LILA-DOOM.pk3 +map map01 +"wait 2; give all"[/code](note wait 2)
2. The mod in question uses setslot command in keyconf, which is deprecated.
I'm not sure if this is a bug or just an engine quirk, in any case chances of encountering this bit of behavior in real situation are slim. One of my mods, however, attempted to get weapon slot information at the game start, and discovered wrong data. The workaround is to load weapon slot data when level.time == 1 instead of inside playerEntered event.