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[GZDoom 3.1.0] Action #183 Crusher Start (fast)

PostPosted: Fri Jun 02, 2017 4:34 am
by DOOMGABR [RU]
I found bug! Switch with action 183 in boom: doom2 configuration (Crusher Start (fast)) is not playing switch animation after first push.
p.s.: sorry for my bad English.

example:

Re: [GZDoom 3.1.0] Action #183 Crusher Start (fast)

PostPosted: Fri Jun 02, 2017 4:40 am
by DOOMGABR [RU]
This is my post, but I don't understand why it is signed "by Isabella Greenwell"

Re: [GZDoom 3.1.0] Action #183 Crusher Start (fast)

PostPosted: Fri Jun 02, 2017 4:46 am
by Rachael
You aren't logged in.

Re: [GZDoom 3.1.0] Action #183 Crusher Start (fast)

PostPosted: Fri Jun 02, 2017 6:28 am
by Graf Zahl
Can you post the map?
I have an idea but need to check the setup.

Re: [GZDoom 3.1.0] Action #183 Crusher Start (fast)

PostPosted: Fri Jun 02, 2017 7:23 am
by DOOMGABR [RU]
Graf Zahl wrote:Can you post the map?
I have an idea but need to check the setup.

Here you go: http://www.mediafire.com/file/55h8r2ic7 ... un2017.wad
MAP02

Re: [GZDoom 3.1.0] Action #183 Crusher Start (fast)

PostPosted: Fri Jun 02, 2017 7:35 am
by Graf Zahl
Yes, this is precisely what I suspected.

The reactivation of previously stopped crushers is not being considered a successful activation.
Now the problem: If I change this it will create a major compatibility issue because it's not just the switch trigger that depends on this but also the decision whether a one-time trigger has been used up.
The main problem is that not all relevant information is available when the decision needs to be made to handle these cases differently.

Re: [GZDoom 3.1.0] Action #183 Crusher Start (fast)

PostPosted: Sat Jun 03, 2017 3:45 am
by DOOMGABR [RU]
All right, thanks!