[2.1.7]Firemace Multiplayer

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Re: [2.1.7]Firemace Multiplayer

by randi » Mon Dec 17, 2007 9:26 pm

It broke when I made the default for items be to spawn with MF_DROPPED set, since that was the easiest way to ensure that every item spawned after the level is loaded has it set. I forgot that the mace isn't actually spawned during level load but by the mace spot on the first tic, so it needs to have that flagged cleared out, or it will behave just like some monster dropped it (which it was, sort of).

by aabra » Sat Sep 15, 2007 12:13 pm

Could you tell me when it broke and why? (what build) If you're too busy maybe I can convince one of the Skulltag coders to fix this as it's important for Heretic multiplayer.

by randi » Tue Aug 07, 2007 4:13 pm

I bet I know exactly when this broke.

by Lazureus » Tue Aug 07, 2007 1:35 pm

Still, it SHOULD respawn, even if it's behavior means it respawns in a random location every tiem :o

Re: [2.1.7]Firemace Multiplayer

by Gez » Mon Aug 06, 2007 3:44 am

aabra wrote:Anyways, while I haven't tested this with Heretic.exe - I can't imagine that this is the intended behavior of the Firemace in multiplayer
I think it IS because of multiplayer that the Firemace is such a special snowflake that refuses to behave like every other weapon. Firemace + Tome = Big Gibbing Ball of Instakill.

It's the BFG-equivalent, after all, so making it very rare gives it some mystique that its non-tomed version doesn't really deserve.

by aabra » Sun Aug 05, 2007 7:11 pm

Project Dark Fox wrote:If the Firemace spawns in Deathmatch, of course it's supposed to respawn. This was actually the case in an older version of ZDoom, what was it, 2.0.63a, that it worked as intended, and I definitely recall that the Firemace did respawn in Vanilla Multiplayer.
Ok, well with all the crazy things this weapon does I refuse to take anything about it for granted anymore :) Thanks for the info though, it's nice to know that this is, in fact a bug.

by Project Shadowcat » Sun Aug 05, 2007 6:27 pm

If the Firemace spawns in Deathmatch, of course it's supposed to respawn. This was actually the case in an older version of ZDoom, what was it, 2.0.63a, that it worked as intended, and I definitely recall that the Firemace did respawn in Vanilla Multiplayer.

[2.1.7]Firemace Multiplayer

by aabra » Sun Aug 05, 2007 6:07 pm

The firemace in Heretic is not affected by sv_itemrespawn or sv_weaponstay in a multiplayer Zdoom game.

My guess is that this problem is almost certainly related to the *highly* irregular way Raven made the Firemace as we see here:

http://forum.zdoom.org/potato.php?t=14425

Anyways, while I haven't tested this with Heretic.exe - I can't imagine that this is the intended behavior of the Firemace in multiplayer, and if it is - there should be some kind of new dmflag to force it to work with respawn and weaponstay in multiplayer. IMHO

See E1M2 from this wad for a good example:

http://doomedearth.ath.cx/wads/parthoris1c_.zip

If somebody who's played Heretic.exe deathmatch in recent times could tell me if this is the way it acts there too I'd greatly appreciate it. If it acts properly then this is a bug, if not then this is a feature request. :P

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