[2.8.1 && 2.9pre]Bug: Thing_Stop Incorrect Execution

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Expand view Topic review: [2.8.1 && 2.9pre]Bug: Thing_Stop Incorrect Execution

Re: [2.8.1 && 2.9pre]Bug: Thing_Stop Incorrect Execution

by Siberian Tiger » Sun Apr 10, 2016 7:09 pm

randi wrote:Scripting is the only way to guarantee ordering.
Thank you for clarifying.

Re: [2.8.1 && 2.9pre]Bug: Thing_Stop Incorrect Execution

by randi » Sun Apr 10, 2016 1:14 pm

Scripting is the only way to guarantee ordering.

Re: [2.8.1 && 2.9pre]Bug: Thing_Stop Incorrect Execution

by Siberian Tiger » Sun Apr 10, 2016 12:07 pm

Graf Zahl wrote:To me this looks at least that your actions are performed out of order so this is the first thing that needs to be checked.
What I did was create a script 'JumpPad' which will handle the jumping pads that needs 'Thing Stop'. So far, this has solved all of my troubles with the jumping pads on (G)ZDoom's recent builds. I am still having a bit of difficulty with Zandronum at the present moment, but - I am confident a resolution will happen soon.

Thank you for helping me :)

(this report can be closed)

Graf Zahl wrote:To me this looks at least that your actions are performed out of order so this is the first thing that needs to be checked.
By chance, is there a way to have THING's perform on a sequential order or is scripting the only way?

Re: [2.8.1 && 2.9pre]Bug: Thing_Stop Incorrect Execution

by Graf Zahl » Sun Apr 10, 2016 2:26 am

To me this looks at least that your actions are performed out of order so this is the first thing that needs to be checked.

Re: [2.8.1 && 2.9pre]Bug: Thing_Stop Incorrect Execution

by Siberian Tiger » Sat Apr 09, 2016 5:24 pm

Graf Zahl wrote:If you refuse to use scripts and insist to depend on a defined order in which the sector actions are fired, you are in for trouble. I'm not surprised that this causes problems.
You really should do this in one single ACS script called from ONE sector action and not with such a messy setup.
Alright, so I'll need to shift to a script rather than thing triggers.

I'll start looking into this soon; thank you for the help.

Re: [2.8.1 && 2.9pre]Bug: Thing_Stop Incorrect Execution

by Graf Zahl » Sat Apr 09, 2016 5:14 pm

If you refuse to use scripts and insist to depend on a defined order in which the sector actions are fired, you are in for trouble. I'm not surprised that this causes problems.
You really should do this in one single ACS script called from ONE sector action and not with such a messy setup.

Re: [2.8.1 && 2.9pre]Bug: Thing_Stop Incorrect Execution

by Siberian Tiger » Sat Apr 09, 2016 4:59 pm

Graf Zahl wrote:Has this worked before?
Yes, that is - if the map is NEVER changed - at all. For example, once the jump pads are working, they can easily break once the map is changed. For example, the map presented in this topic, is a modified version of MAP03 in TGRDM3. All but one jump pad worked perfectly fine (though everything worked fine with GZD 2.1), but after I originally shrunk the map for a bug report with Zandronum, all but one jump pad broke. I don't know nor understand as to why this happens, the sector references containing such triggers never changed, yet - breaks.

EDIT:
I really wish I had something more useful to provide instead of a vague response, but this complication I have been having with using that function, I am merely left confused.

Re: [2.8.1 && 2.9pre]Bug: Thing_Stop Incorrect Execution

by Graf Zahl » Sat Apr 09, 2016 3:48 pm

Has this worked before?

But whatever this is, Thing_Stop only does one thing: It sets the actor's velocity to zero. And that's all it does.

[2.8.1 && 2.9pre]Bug: Thing_Stop Incorrect Execution

by Siberian Tiger » Sat Apr 09, 2016 3:40 pm

Following up with this thread, I have ran into a lot of trouble with using 'THING_STOP' function. When ever I make a modification to a map that contains a THING trigger [Sector Actions >> Actor Hits Floor >> THING_STOP], they simply will not work correctly. I have attached a PWAD that contains an edited version of a map that demonstrates this very issue.
I am not exactly sure why this bug happens and what causes it to happen exactly.
Spoiler: Demonstration Jump Pad
Jump Pad Logic:
  • THING_STOP
  • PLAYSOUND (jump pad sound)
  • ThrustThingZ
  • ThrustThing (Optional)
Load Order example:

Code: Select all

ZDoom.exe -iwad doom2 -file TGRDM3_v1-4a94ba4.pk7 MAP03.wad
Required:
TGRDM3 Dev. Build
MAP03.7z
Modified NoirLust
(11.54 KiB) Downloaded 36 times

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