Wrong timing in revenant states

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Expand view Topic review: Wrong timing in revenant states

Re: Wrong timing in revenant states

by Edward-san » Wed Feb 17, 2016 5:19 pm

Made a new pull request to restore the previous frame letter.

Re: Wrong timing in revenant states

by Graf Zahl » Wed Feb 17, 2016 5:07 pm

Yes, it does. It should be what it was before.

Re: Wrong timing in revenant states

by Ed the Bat » Wed Feb 17, 2016 4:17 pm

Does DeHackEd not get the frames from the DECORATE definition? That was my concern over changing the F to an A.

Re: Wrong timing in revenant states

by Graf Zahl » Wed Feb 17, 2016 4:15 pm

Yes, but since it jumps to a PAIN A frame, even less.

Re: Wrong timing in revenant states

by Fishytza » Wed Feb 17, 2016 4:09 pm

Graf Zahl wrote:A zero-duration frame will never be displayed so it's completely irrelevant if it is brighr or not
So it's likewise irrelevant that the A_PainAttack state is (at the moment) 'PAIN A' rather than 'PAIN F'?

Re: Wrong timing in revenant states

by Graf Zahl » Wed Feb 17, 2016 4:02 pm

No. A zero-duration frame will never be displayed so it's completely irrelevant if it is brighr or not (or if a dynamic light is attached to it.)

Re: Wrong timing in revenant states

by Ed the Bat » Wed Feb 17, 2016 3:01 pm

Quick question: is there ever a point to putting the BRIGHT keyword on a 0-tic frame, other than DeHackEd compatibility? I see it happen sometimes and I'm curious.

For that matter, shouldn't that fix have used PAIN F 0 BRIGHT so DeHackEd uses the expected sprite index?

Re: Wrong timing in revenant states

by Graf Zahl » Wed Feb 17, 2016 3:00 pm

I hope that's everything now.

Re: Wrong timing in revenant states

by Edward-san » Wed Feb 17, 2016 2:50 pm

I have a question: should this:

Code: Select all

{SPR_PAIN,32773,0,{A_PainAttack},S_PAIN_RUN1,0,0},   // S_PAIN_ATK4
be converted to:

Code: Select all

PAIN A 0 BRIGHT A_PainAttack
or should I use 'PAIN F 0'?


[edit] Whatever, I used the former version, then made this pull request fixing both pain elemental and mancubus.

Re: Wrong timing in revenant states

by Zhs2 » Wed Feb 17, 2016 2:26 pm

The thread Gez also lists an incorrect behavior with the Mancubus states...

Re: Wrong timing in revenant states

by Edward-san » Wed Feb 17, 2016 2:19 pm

Seems to be confirmed:

from chocolate-doom/src/doom/info.c:

Code: Select all

    {SPR_PAIN,32773,5,{A_FaceTarget},S_PAIN_ATK4,0,0},	// S_PAIN_ATK3
    {SPR_PAIN,32773,0,{A_PainAttack},S_PAIN_RUN1,0,0},	// S_PAIN_ATK4
though if I were nitpicky I'd post it in another bug report :P .

Re: Wrong timing in revenant states

by Ed the Bat » Wed Feb 17, 2016 2:10 pm

I noticed a similar discrepancy with the Pain Elemental's Missile state frames. If what I'm told about vanilla is correct, the third call to A_FaceTarget should be five tics, not four, and A_PainAttack should be zero tics.

Wrong timing in revenant states

by Gez » Wed Feb 17, 2016 9:07 am

See thread. The revenant's melee state should last 0 tics.

Convenient pull request so it can be fixed in a couple of clicks.

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