Dehacked Incompatibilities

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Expand view Topic review: Dehacked Incompatibilities

Re: Dehacked Incompatibilities

by Graf Zahl » Tue Aug 18, 2009 2:08 am

wildweasel wrote: So, in essence, that is Not A ZDoom Bug.

Actually, it is. Switching weapons - even by force should reset the flag.

Re: Dehacked Incompatibilities

by Enjay » Tue Aug 18, 2009 2:03 am

Aha! that makes sense. At least that's a mystery that has been at the back of my mind for years solved now. :)

Re: Dehacked Incompatibilities

by wildweasel » Tue Aug 18, 2009 12:29 am

Actually, it's not that weird when you understand what causes it. It all has to do with the Refire pointer.

The best way to reproduce this effect is to fire a weapon that has a spread - say, a machine gun - until it runs out of ammo. Keep holding down the Fire button! When the game switches to your sniper rifle, the game continues spreading successive shots, because the Refire logic last detected that you have the fire button held down, thus hitscan attacks will spread. Since the sniper rifle has no Refire pointer, the game can't detect that you're NOT holding down the fire button, so every time you pull the trigger on the sniper rifle, all the FirePistol calls will still spread. Now as soon as you've got more machine gun ammo, switch to that and fire off a single round. Refire kicks in, detects that you've (finally!) let go of the fire button, and every other weapon will continue to act as normal from then on, until the glitch is triggered again.

So, in essence, that is Not A ZDoom Bug.

Re: Dehacked Incompatibilities

by Xaser » Wed Aug 12, 2009 8:14 pm

Enjay wrote:I know that this is a slightly separate issue (given that the originally reported problem is using a shotty pointer and therefore has to spread). If a sniper rifle is made using stacking pistol shots, and the weapon is set up correctly (ie, there is no refire so every shot has to be a single shot so all shots are always concentrated on the same spot) occasionally (ie pretty rarely), and apparently randomly, sometimes the ability to put all shots in exactly the same place gets lost and they do start to spread. Once this happens, the weapon acts pretty much like a shotgun for as long as you play the game. Changing away from it and back again does not fix the issue. Quitting and restarting fixes it and I can't remember what happens across save games. I have reported this in the past but it is very rare and so difficult to reproduce, but it does happen.
I do remember this happening to me long ago, but I think it was "fixed" in game by switching to and firing an actual spreading weapon. Somehow that seemed to set the stacked-shot weapon back in order. :shrug:

DeHackEd is weird. :P

Re: Dehacked Incompatibilities

by Enjay » Tue Aug 11, 2009 6:19 am

He he, yeah, but this one has already been forgotten about a few times and it's obscure enough and difficult enough that I don't expect it to be addressed. It just seemed kind of relevant to the topic. :)

Re: Dehacked Incompatibilities

by Graf Zahl » Tue Aug 11, 2009 5:58 am

Posting a bug report in a closed bugs thread almost guarantees that it gets forgotten. You of all people should know that! ;)

Re: Dehacked Incompatibilities

by Enjay » Tue Aug 11, 2009 3:47 am

I know that this is a slightly separate issue (given that the originally reported problem is using a shotty pointer and therefore has to spread). If a sniper rifle is made using stacking pistol shots, and the weapon is set up correctly (ie, there is no refire so every shot has to be a single shot so all shots are always concentrated on the same spot) occasionally (ie pretty rarely), and apparently randomly, sometimes the ability to put all shots in exactly the same place gets lost and they do start to spread. Once this happens, the weapon acts pretty much like a shotgun for as long as you play the game. Changing away from it and back again does not fix the issue. Quitting and restarting fixes it and I can't remember what happens across save games. I have reported this in the past but it is very rare and so difficult to reproduce, but it does happen.

Re: Dehacked Incompatibilities

by Graf Zahl » Tue Aug 11, 2009 12:04 am

Chocolate Doom also spreads so this looks like an Eternity bug.

Re: Dehacked Incompatibilities

by Xaser » Mon Aug 10, 2009 9:37 pm

I didn't have Twilight Warrior handy, but when I saw this thread I tried out my ancient Sniper of Insanity with the latest SVN to see if it was busted as well. It worked fine, however -- I used lots of A_FirePistol calls in a row, though, and there was no spreading whatsoever. I vaguely recall the Twilight Warrior sniper rifle spreading when I played it ages ago, but if it's using shotgun pointers than it's certainly working as expected.

Re: Dehacked Incompatibilities

by randi » Mon Aug 10, 2009 5:40 pm

The Twilight Warrior weapon uses A_FireShotgun. I can't see any reason why it wouldn't spread. I admit, it's not spreading in Eternity, but I don't know why it's not.

Re: Dehacked Incompatibilities

by Graf Zahl » Mon Aug 03, 2009 4:53 am

ds201 wrote:another dehacked incompatibility, if you use a model pack, and you load a wad that dehackes an item, any item, or weapon, the pickup model will be removed

A) ZDoom does not use models. Only GZDoom does.
B) Use of model packs with Dehacked mods is not guaranteed to work. The reason this causes problems is that pickup items modified by Dehacked get replaced by dynamically created classes that can't get models assigned.

Re: Dehacked Incompatibilities

by Dark-Assassin » Mon Aug 03, 2009 2:33 am

ok then, that gets me further through my quest of why model's don't show on dehacked pickups.
but this also effects this in a similar way, but if you change 1 thing in the hud weapon, like flash times, the model will be removed from the pickup only.
It seems that is uses the same behaviour.
I will try and ask on gzdoom forum to make models auto apply to dehacked pickups.

Re: Dehacked Incompatibilities

by Gez » Mon Aug 03, 2009 2:20 am

ds201 wrote:another dehacked incompatibility, if you use a model pack, and you load a wad that dehackes an item, any item, or weapon, the pickup model will be removed
Am I the only one who finds the idea of using model packs and dehacked together weird?

Anyway it's kinda normal. Doom originally did not differentiate between pickup items. A health bonus, a weapon, a key, an armor -- all those where the exact same thing. It simply used the same function to handle them all, and for doing so used a "switch (sprite)" block. Take the health bonus, dehack it to use the BON1 sprite, and tadaa! It's now a health bonus. Take the green armor, give it the BFG pickup sprite, and it'll be a BFG from now on. So to handle dehacked lumps, ZDoom replaces dehacked pickup items by a different actor, [wiki=Classes:DehackedPickup]DehackedPickup[/wiki], which has the special sprite-based code.

As a consequence, your model pack which changes the way, say, ArmorBonus looks, will not be relevant because the actor will actually be DehackedPickup, not ArmorBonus.

Re: Dehacked Incompatibilities

by Dark-Assassin » Mon Aug 03, 2009 1:58 am

another dehacked incompatibility, if you use a model pack, and you load a wad that dehackes an item, any item, or weapon, the pickup model will be removed

Re: Dehacked Incompatibilities

by wolfman » Fri Jul 31, 2009 9:10 pm


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