Search found 92 matches

by Turret49
Tue May 14, 2019 9:37 pm
Forum: ZDoom (and related) News
Topic: GZDoom 4.1.2 Released
Replies: 24
Views: 11264

Re: GZDoom 4.1.2 Released

"made setting actor TID more explicit" - What does this mean?
by Turret49
Mon Apr 08, 2019 4:09 am
Forum: Closed Bugs [GZDoom]
Topic: (4.0.0) GetActorProperty APROP_ViewHeight causes fatal error
Replies: 6
Views: 520

Re: (4.0.0) GetActorProperty APROP_ViewHeight causes fatal e

Ack no, please disregard that! SLADE was misbehaving and not updating the compiled script, and I didn't realise it until much later. I'm very sorry, I was hastily trying to figure out what was going on, I didn't mean to give misinformation. I think APROP_ViewHeight is the only one that has an issue.
by Turret49
Mon Apr 08, 2019 1:27 am
Forum: Closed Bugs [GZDoom]
Topic: (4.0.0) GetActorProperty APROP_ViewHeight causes fatal error
Replies: 6
Views: 520

Re: (4.0.0) GetActorProperty APROP_ViewHeight causes fatal e

Yeah uh, it's always worked for me, with two PlayerPawn inherited actors with differing viewheights defined. I just tried getting the actors' Player.JumpZ by the same method and was perfectly successful in 3.7.2 and prior versions, though this also crashes in 4.0.0. I thought since the parameter was ...
by Turret49
Sun Apr 07, 2019 5:24 pm
Forum: Closed Bugs [GZDoom]
Topic: (4.0.0) GetActorProperty APROP_ViewHeight causes fatal error
Replies: 6
Views: 520

Re: (4.0.0) GetActorProperty APROP_ViewHeight causes fatal e

I'm not sure how else to grab the default view height if it's been changed midgame? I didn't think it was incorrect due to always successfully retrieving the property.
by Turret49
Sun Apr 07, 2019 11:43 am
Forum: Closed Bugs [GZDoom]
Topic: (4.0.0) GetActorProperty APROP_ViewHeight causes fatal error
Replies: 6
Views: 520

(4.0.0) GetActorProperty APROP_ViewHeight causes fatal error

So the mod that I've worked on for years through different GZDoom versions now just straight up crashes GZDoom, and it turns out it's because I'm spawning the player class' actor and getting its viewheight from it. I've simplified it down to a small script showcasing the error. In versions earlier ...
by Turret49
Tue Mar 05, 2019 9:15 pm
Forum: Closed Bugs [GZDoom]
Topic: Projectiles XDeath on +NOBLOOD actors (unsure if bug)
Replies: 1
Views: 256

Projectiles XDeath on +NOBLOOD actors (unsure if bug)

Try using this .wad and shooting an explosive barrel with the rocketlauncher, the rockets should go into their XDeath states and turn into health bonus sprites briefly. I also replaced zombiemen and imps with +NOBLOOD versions so the bug can be observed on them, too. This behaviour seems to have ...
by Turret49
Thu Feb 28, 2019 2:55 am
Forum: TCs, Full Games, and Other Projects
Topic: F3 Stuff (Fallout 3\ New Vegas in DooM)
Replies: 8
Views: 5157

Re: F3 Stuff (Fallout 3\ New Vegas in DooM)

Playing this in GZDoom 3.7.2, the DeadMarineNew actor causes my game to crash most of the time on load, It seems to be something about the RandomSpawners being spawned with A_CustomMissile. Using A_SpawnItem instead fixes the crashing, at any rate.
by Turret49
Thu Feb 14, 2019 8:26 pm
Forum: Closed Bugs [GZDoom]
Topic: (3.7.2) Monsters react to silent DamageFactor 0.0 attacks
Replies: 7
Views: 630

Re: (3.7.2) Monsters react to silent DamageFactor 0.0 attack

Did monsters wake up when actually damaged with NOPAIN flag, assuming they weren't alerted? I made a +NOPAIN zombieman and tested both normal and ambush flagged versions of them, they seem to behave the same in 2.4.0, 3.4.1, and 3.7.2, being that they notice they're taking damage and retaliate if ...
by Turret49
Wed Feb 13, 2019 9:19 pm
Forum: Closed Bugs [GZDoom]
Topic: (3.7.2) Monsters react to silent DamageFactor 0.0 attacks
Replies: 7
Views: 630

Re: (3.7.2) Monsters react to silent DamageFactor 0.0 attack

Major Cooke wrote:What versions were you using previously where it worked like this?
From 2.4.0 to 3.4.1.
The next version that I downloaded after 3.4.1 is 3.7.0, and turns out the bug is present there, so it's not specific to 3.7.2.
by Turret49
Wed Feb 13, 2019 5:58 am
Forum: Closed Bugs [GZDoom]
Topic: (3.7.2) Monsters react to silent DamageFactor 0.0 attacks
Replies: 7
Views: 630

(3.7.2) Monsters react to silent DamageFactor 0.0 attacks

I don't know how recent this bug is, but it didn't exist in older versions of GZDoom that I've used. Normally if an idle monster is attacked with a silent weapon that does 0 damage, they won't react to it at all. However currently if they're hit by an attack that's reduced to 0 by DamageFactor (in ...
by Turret49
Sat Jan 26, 2019 12:15 am
Forum: Closed Bugs [GZDoom]
Topic: A_FireProjectile does not handle FPF_NOAUTOAIM
Replies: 5
Views: 694

Re: A_FireProjectile does not handle FPF_NOAUTOAIM

I know it's a deprecated function but A_FireCustomMissile has this problem as well.
by Turret49
Thu Jul 12, 2018 3:38 am
Forum: Levels
Topic: The Joy of Mapping 5: Winter Weekend - FINAL.
Replies: 43
Views: 12654

Re: The Joy of Mapping 5: Winter Weekend - BETA 2 RELEASED!

Gutawer wrote:Guys:
Wow, I feel stupid now, I hadn't checked the previous page of the thread since I felt it was a more recent, unreported bug at the time. :oops: Thank you.
by Turret49
Fri Jul 06, 2018 9:00 am
Forum: TCs, Full Games, and Other Projects
Topic: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.4
Replies: 1255
Views: 255378

Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1

I found the big boss of world 8 to be extremely easy if you just pummel it with the (upgraded, in this case) star shooter's alt fire, it stunlocks and does massive damage and the big boss goes down without even managing a single attack.
by Turret49
Wed Jun 20, 2018 4:29 pm
Forum: Abandoned/Dead Projects
Topic: [0.5A Release] ZRift - Chasm in Doom and Heretic
Replies: 215
Views: 51905

Re: [0.1a Release] ZRift - Chasm in Doom (DL link in OP)

The ZScript spawners don't seem to be accounting for actor angle, so all of the imp/demon replacements spawn facing the same direction. (should probably track spawn flags, tags and action specials too!)
by Turret49
Mon May 28, 2018 3:22 pm
Forum: Levels
Topic: The Joy of Mapping 5: Winter Weekend - FINAL.
Replies: 43
Views: 12654

Re: The Joy of Mapping 5: Winter Weekend - BETA 2 RELEASED!

I can't seem to get this to work on GZDoom 3.3.2. :( Something changed that just isn't agreeing with JoM5.

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