Pistol animation is broken

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Expand view Topic review: Pistol animation is broken

Re: Pistol animation is broken

by StrikerMan780 » Wed Apr 06, 2016 1:04 pm

Graf Zahl wrote:No. Only for the standard weapons, because those were all made for the duplicated frame.
Ah, alright, thanks for clarification.

Re: Pistol animation is broken

by Graf Zahl » Wed Apr 06, 2016 12:17 pm

No. Only for the standard weapons, because those were all made for the duplicated frame.

Re: Pistol animation is broken

by StrikerMan780 » Wed Apr 06, 2016 12:02 pm

Wait what, so you reverted the fix to flashes being processed in 2 tics? If so, shit... (I had adapted a lot of my mods to it, being able to define 1-tic flashes is extremely useful.)

Re: Pistol animation is broken

by Graf Zahl » Sun Apr 03, 2016 2:31 pm

I hope this is fixed now. For the attack functions that also set the flash I especially disabled the check causing the problem, but I left A_GunFlash alone - even though I wouldn't mind removing this ill-informed bit of code - which should have opt-in and not unconditional. It just escapes me how this got added without ever checking what it implied.

Re: Pistol animation is broken

by Xaser » Wed Mar 30, 2016 4:38 pm

Huh, I wouldn't be surprised if this was the thing that broke Parkour's dual wielding a while back. I reuploaded the mod with a fix afterward; I wonder if I"ll need to re-reupload it. :P

Normally I'd vote for such a fix to be opt-in via flag, but I'll bet there's a bunch of stuff floating around (e.g. above) that relies on the new behavior now. :/

Re: Pistol animation is broken

by Graf Zahl » Wed Mar 30, 2016 7:14 am

And here we got the corresponding bug report:

http://forum.zdoom.org/viewtopic.php?f=7&t=31689

The fix apparently went too far and should have left the original weapon functions alone.

Re: Pistol animation is broken

by Graf Zahl » Wed Mar 30, 2016 7:11 am

Oh, no. Please don't tell me that some external patch got applied that made an uninformed and unconditional change to established behavior. Stuff like this needs to be toggleable.

Re: Pistol animation is broken

by Turbo » Wed Mar 30, 2016 5:13 am

I addressed the same issue some years ago: http://forum.zdoom.org/viewtopic.php?f=4&t=33036
But I couldn't test my suggested changes because I never managed to compile the source code (due to me missing essential files that I couldn't find), so I just gave up.
Still, I hope this sheds some light on the issue.

Re: Pistol animation is broken

by Gez » Sun Jan 17, 2016 3:16 pm

I'd like to see an explanation of the bug, because from a cursory glance at the vanilla P_SetPsprite() I don't see anything that would shorten flash states specifically.

Re: Pistol animation is broken

by Xaser » Sun Jan 17, 2016 11:31 am

Minigunner wrote:The fix should really only occur on the first shot, considering how Doom treats the first frame in a state; otherwise, in the event of a ReFire, there should be no fix.
I'm not seeing this behavior. Do you have an example/evidence?

At any rate, here's a simple test case for the wider issue -- a chaingun with its Fire and Flash states set to 1 tic:
chainfun.zip
1-tic chaingun of ultimate funness.
(322 Bytes) Downloaded 55 times
In ZDoom you get a flash; in Vanilla you do not (as the effective length is now 0 tics).

Interestingly, id knew about this and just adjusted the state tables, hence why Doom weapons have the flash states go a bit longer than they look like they should. The chaingun again is the best example; the firing states are 4 tics, while the flash states are 5 tics. In 'nilla you get a perfectly-synced animation, while in ZDoom you see this briefly:
Image


tl;dr: yes, the issue exists, even if it's unnoticeable to some folks. :P

Re: Pistol animation is broken

by Minigunner » Sat Jan 16, 2016 10:52 pm

The fix should really only occur on the first shot, considering how Doom treats the first frame in a state; otherwise, in the event of a ReFire, there should be no fix.

Re: Pistol animation is broken

by Blue Shadow » Sat Jan 02, 2016 6:16 am

I noticed these, but I'm not too bothered about them to the point I want them "fixed" by ZDoom. Heck, most of the time when playing I have one of those smooth animation mods loaded.

Re: Pistol animation is broken

by Guest » Sat Jan 02, 2016 2:11 am

I noticed that it doesn't seem to last any longer than it should in Chocolate Doom.

Re: Pistol animation is broken

by edward850 » Fri Jan 01, 2016 6:27 pm

Graf Zahl wrote:Have you read my post?
Yup. I meant that in jest to clarify.

Re: Pistol animation is broken

by Graf Zahl » Fri Jan 01, 2016 5:31 pm

Have you read my post?

What I'd do is add a new weapon flag that's only being used on the original Doom weapons and then make sure that their flash states have the same duration as the original state tables.
And then, if it becomes necessary, add a compatibility option to switch this off - but only if proof can be given that this is necessary.

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