[r3270] HUD "ARMS" particular inconsistency when coop spying

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Expand view Topic review: [r3270] HUD "ARMS" particular inconsistency when coop spying

Re: [r3270] HUD "ARMS" particular inconsistency when coop sp

by randi » Thu Mar 22, 2012 4:31 pm

I tested again on Windows with a real net game, and it was fine, so my original test was probably with bots.

Based on that tip, fixed.

Re: [r3270] HUD "ARMS" particular inconsistency when coop sp

by Torr Samaho » Sun Feb 12, 2012 9:26 am

From what I can say this doesn't happen in true multiplayer games, but it does happen with bots. The problem is that in APlayerPawn::SetupWeaponSlots the LocalSetup stuff is only done for the consoleplayer (which includes the effects of the KEYCONF lump).

Re: [r3270] HUD "ARMS" particular inconsistency when coop sp

by randi » Mon Dec 05, 2011 8:00 pm

I think this might be a VC++ vs GCC problem. I tested earlier on Windows, and it didn't work. I just tested now on Linux, and it did work. (Or, it could be something else, since it was a while ago that I did it on Windows.)

Re: [r3270] HUD "ARMS" particular inconsistency when coop sp

by Blzut3 » Thu Aug 18, 2011 11:31 pm

Works fine for me, should I have to do anything other than starting up two instance of ZDoom, picking up some weapons and coopspying? I've even tried give weapons/all and it seems to work fine.

[r3270] HUD "ARMS" particular inconsistency when coop spying

by Edward-san » Tue Jul 12, 2011 4:08 pm

From skulltag bug tracker: 0000513: HUD "ARMS" not reflecting KEYCONF WeaponSection when coop spying
It seems that the "ARMS" part of the HUD doesn't reflect the custom weapon section defined in the KEYCONF lump when coop spying.
Images.

Minimal example wad.

[edit] changed example wad as the previous one wasn't zdoom-friendly.

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