[Can't fix] [Since ZScript] Bouncing bugginess

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[Since ZScript] Bouncing bugginess

Postby Major Cooke » Sat Dec 17, 2016 7:14 pm

Code: Select allExpand view
Class D : Actor
{
   Actor rr;
   Default
   {
      Monster;
      -COUNTKILL
      +NODAMAGE
      +NOPAIN
      +DONTTHRUST
      Radius 32;
      Height 56;
   }
   States
   {
   Spawn:
      PLAY A 1 NoDelay
      {
         if (A_CheckFloor("Null"))
         {
            Vector3 rocketpos = Vec3Angle(0, angle, height + 12);
            rr = Spawn("BouncyRocket",rocketpos);
            if (rr)
            {
               let br = BouncyRocket(rr);
               if (br)
               {
                  br.angle = angle;
                  br.A_ChangeVelocity(1,0,-4,CVF_REPLACE);
                  return ResolveState(1);
               }
            }
            Destroy();
         }
         return ResolveState(null);
      }
      Wait;
      PLAY A 1
      {
         if (!rr)   Destroy();
      }
      Wait;
   }
}


BouncyRocket code is different for each scenario to demonstrate relative bugs. Note, for this experiment, just summon D, not BouncyRocket.
Spoiler: Scenario 1


Spoiler: Scenario 2


Spoiler: Scenario 3
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Major Cooke
The road to Hell is paved in the carrion she leaves behind.
 
Joined: 28 Jan 2007
Discord: Major Cooke#0846

Re: [Since ZScript] Bouncing bugginess

Postby Major Cooke » Fri Dec 23, 2016 1:03 pm

Ugh. Wish I could find the commit where this changed but I will say it was during one of the refactors. I saw something about the onmobj flag, I think. Still searching for it...
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Major Cooke
The road to Hell is paved in the carrion she leaves behind.
 
Joined: 28 Jan 2007
Discord: Major Cooke#0846

Re: [Since ZScript] Bouncing bugginess

Postby Graf Zahl » Mon Dec 26, 2016 4:45 pm

Sadly these tests are perfectly useless because I cannot go back far enough in commit history to test them on pre-ZScript versions. All I can see is that they do not work, but it's impossible to find out when this broke.
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Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: [Since ZScript] Bouncing bugginess

Postby Major Cooke » Mon Dec 26, 2016 5:07 pm

Ugh, damn it all to hell. Welp! Looks like I'm going to be pulling in the bounce states for use after all... This is gonna suck.
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Major Cooke
The road to Hell is paved in the carrion she leaves behind.
 
Joined: 28 Jan 2007
Discord: Major Cooke#0846

Re: [Since ZScript] Bouncing bugginess

Postby Graf Zahl » Mon Dec 26, 2016 6:27 pm

This cost me quite a bit of time to figure out:

You forgot to set a bounce type. Bouncing missiles require the CANPASS flag, but nothing in your definition sets it, it either needs to be done explicitly or by specifying a bounce type.
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Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: [Since ZScript] Bouncing bugginess

Postby Major Cooke » Mon Dec 26, 2016 6:36 pm

Scenario 2 and 3 has a bounce type. But, shouldn't Projectile; do that CANPASS business?
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Major Cooke
The road to Hell is paved in the carrion she leaves behind.
 
Joined: 28 Jan 2007
Discord: Major Cooke#0846

Re: [Since ZScript] Bouncing bugginess

Postby Graf Zahl » Mon Dec 26, 2016 6:44 pm

No. The problem is in the bouncing code, it needs that flag or it won't work.

The rest of this problem is the same issue as the other one I closed a few hours ago. This is not something that's easily fixed because the logic is so screwed up.
User avatar
Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany


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