High Noon Drifter v1.2 - Between God, the Devil, and a .500

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TerminusEst13
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by TerminusEst13 »

This doesn't make any sense.

I haven't been able to get it to go off with Berserks, invulns, blurspheres, or anything else other than the Boots of Speed replacement in Hexen.
The train sound is triggered by case 13 sub-case 0 of EL_CHECKS, which isn't being called in any inventory items or any areas outside of the aforementioned Boots of Speed replacement.
And nothing else seems to be calling the artispeed/duration sound alias or the TOOTTOOT sound name.

What the hell is causing the sounds, and how can I get it to play to check?
This is gonna be interesting to try and debug...
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GeneralDelphox
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by GeneralDelphox »

Alright. I'm also getting this weird train noise glitch as well. It always plays when the reload indicator shows up. Tested it on GZDoom 3.2.0 on Doom 2.
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phantombeta
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by phantombeta »

Tiny question...
Are any of you having these bugs playing with the reload message thingy on?
(Nevermind, GeneralDelphox posted his reply confirming this right before I submitted mine)

Code: Select all

    case 12:
        if (imaderp == 1) { terminate; }
        imaderp = 1;
        LocalAmbientSound("hotd/reload",127);
        SetHudSize(320,200,0);
        SetFont("RELOAD1");
        HudMessage(s:"a";HUDMSG_PLAIN,0,0,276.0,145.0,1.0);
        delay(40);
        imaderp = 0;

    case 13: // My favorite.
        switch (kuso)
        {
        case 0:
            LocalAmbientSound("artispeed/duration",127);
            break;

        case 1:
            LocalAmbientSound("holster/charged",127);
            break;

        case 2:
            LocalAmbientSound("spirit/stop",127);
            break;

        case 3:
            LocalAmbientSound("radsuit/off",127);
            break;

        case 4:
            LocalAmbientSound("invuln/off",127);
            break;
        }
        break;
    }
See, I imagine case 12 gets passed 0 as the second argument... Meaning that when it falls through to case 13 it goes exactly to case 13, sub-case 0.

TL;DR: Term you forgot to put a break at the end of case 12.
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TerminusEst13
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by TerminusEst13 »

Yup, that's it. I just checked and confirmed. Thank you for that!

I've just uploaded a v1.2b build fix on Google Drive, Powerhouse mirror to follow soon.
If you don't use the Reload indicator, there's no need to update. Sorry for the inconvenience, everybody!
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WallyTheBoogieBug
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by WallyTheBoogieBug »

TerminusEst13 wrote:Yup, that's it. I just checked and confirmed. Thank you for that!

I've just uploaded a v1.2b build fix on Google Drive, Powerhouse mirror to follow soon.
If you don't use the Reload indicator, there's no need to update. Sorry for the inconvenience, everybody!
Its a shame you uploaded a new version so quickly, because there is another bug I discovered which is immediately reproducible: throwing two grenades at once when you only have 1 grenade left is causing a hang.
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TerminusEst13
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by TerminusEst13 »

Wow, I just checked, that's been in since the first build, though it required a touch more finagling to crash.
I am...amazed that it hasn't been found until now. Thank you very much!

v1.2c uploaded. Again, apologies for the inconvenience. Hopefully this'll be the last major issue!
Gideon020
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Gideon020 »

The thread title gives me a feeling like there's going to be an actual .500 handcannon showing up in the future, hahaha. :D
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Captain J
 
 
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Captain J »

Even better; Gatling gun when? :P
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twinkieman93
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by twinkieman93 »

Bug found when playing in Hexen: if you go to a new map with the dual whips out, you automatically throw your hat as soon as the map loads. I dunno if it does this in Doom or not.
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TerminusEst13
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by TerminusEst13 »

That's strange. The hat should only be throwing when userbutton1 is pressed.
I'll need to check that out, thank you!
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Agitatio
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Agitatio »

If Revolver Spends Ammo is set to Yes and Revolver Starts Loaded is set to No, you start with 0 ammo for revolver. Maybe give at least 8 bullets with this options so you can load it once? And is there any possibility of having an option to make berserk expiring for the whip too?

Awesome work overall Term! I usually stick to something that is stylistically closer to Doom, but HND is just too well done. It's a pleasure to play.
Gideon020
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Gideon020 »

Grigori wrote:If Revolver Spends Ammo is set to Yes and Revolver Starts Loaded is set to No, you start with 0 ammo for revolver. Maybe give at least 8 bullets with this options so you can load it once? And is there any possibility of having an option to make berserk expiring for the whip too?

Awesome work overall Term! I usually stick to something that is stylistically closer to Doom, but HND is just too well done. It's a pleasure to play.
It already does tho, I've used those same settings and you start with at least 8 bullets to shove inside the revolver.
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Agitatio
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Agitatio »

Gideon020 wrote:It already does tho, I've used those same settings and you start with at least 8 bullets to shove inside the revolver.
Just tested. I still start with no ammo.
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NantoCodd
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by NantoCodd »

Did you play with the latest version?
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Agitatio
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Agitatio »

NantoCodd wrote:Did you play with the latest version?
Yes. HND is 1.2c and GZDoom is 3.2.1.
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