[Fixed #3?] 3 bugs

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Expand view Topic review: [Fixed #3?] 3 bugs

by bimshwel » Fri Oct 31, 2003 11:19 am

You did what? Ew, I say.

by Kate » Thu Oct 30, 2003 2:05 pm

I've berserk fisted a cyberdemon(and won :D ), why not chainsaw a spider mastermind?

by bimshwel » Thu Oct 30, 2003 12:15 pm

Even though it's now possible, I someone don't believe anyone will really be doing such a thing all that effectively.

by Nanami » Wed Oct 29, 2003 2:45 pm

randy wrote:Fixed. And I also fixed the line tracer so that traces hit a thing's bounding box instead of a line running through two of the thing's corners, so now you can effectively chainsaw big things like the Spider Mastermind.
Randy's cool, heh.

by randi » Wed Oct 29, 2003 2:29 pm

Destroyer wrote:Actually it's about a bug in the blockmap.
Fixed. And I also fixed the line tracer so that traces hit a thing's bounding box instead of a line running through two of the thing's corners, so now you can effectively chainsaw big things like the Spider Mastermind.

by Kate » Tue Oct 28, 2003 5:46 pm

Actually it's about a bug in the blockmap.

I've got a link around here somewhere...

ah, here it is: http://www.cph.demon.co.uk/doom/researc ... hings.html

Re: 3 bugs

by randi » Tue Oct 28, 2003 5:22 pm

Trollmann wrote:Game won't save my settings.
A few people have reported this, but it doesn't happen to me. You can try opening the console and typing "whereisini" to find out where it is reading the settings from. Delete that file, and hopefully it will save them properly after that.
Trollman wrote:Bug no3.
And the Chainsaw/Fist "bug" still remains ^^
If enemy is located in another sector than player and player fists / chainsaws at it, when hitting, screen won't center at enemy :I
It works fine for me in the attached wad.
Attachments
wad2.zip
A many-sector hallway with demons and a chainsaw in it.
(13.38 KiB) Downloaded 58 times

by bimshwel » Tue Oct 28, 2003 12:03 pm

Ah, but it is happening! It just won't stop. The limping arachnotron is doing so with the reverse leg as depicted in the images.

by Enjay » Tue Oct 28, 2003 11:28 am

Yeah, the Hell knight is a bit odd in its sprite numbers. It has the A animation state and the C animation state as the same graphic, but when the C state is required, the graphic is supposed to be reversed. My guess is this isn't happening in the latest Zdoom. There are a few other monsters with similar setups, but I haven't checked them.

by bimshwel » Tue Oct 28, 2003 10:29 am

Ah, a horizontal flipping bug. It reminds me of one of those monster replacements where the author didn't understand how the frame naming system works and made vilea8d2 a reverse of vilea2d8. So it's like a whole new game!

by Trollmann » Tue Oct 28, 2003 8:42 am

Oh... another bug with 2.0.50.

When Hellknight walks towards you, it's animation shows only 2 frames of it's full animation. Maybe it does the same when looked from behind.
And maybe it does the same within some other enemies.
Imp was working just fine.

3 bugs

by Trollmann » Tue Oct 28, 2003 8:23 am

Bug no1.
Dunno is this a bug or what. Happened on my own WADs.
Enemies just walked off the cliff.
There was a pile of about 6 enemies running over them selves :)

Bug no2.
Dunno is this a bug either :P
Game won't save my settings.
I customize my key settings, sound- and video settings,
restart the game and all settings are back to defaults again :I
I have checked the .CFG files that they are not ReadOnly files.

Bug no3.
And the Chainsaw/Fist "bug" still remains ^^
If enemy is located in another sector than player and player fists / chainsaws at it, when hitting, screen won't center at enemy :I

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