[Fixed] [3.7.0] Target barrels in Hid. Des. no longer explode

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[3.7.0] Target barrels in Hid. Des. no longer explode

Postby Caligari87 » Mon Dec 31, 2018 11:13 pm

Making a preliminary bug report since I know Graf is aiming for a hotfix soon and I don't think Matt's going to get around to troubleshooting this before then.

  1. Download Hideous Destructor (current master commit).
  2. Start a new game with any class ("Rifleman" is probably easiest but anything works).
  3. Select "Hideous Firing Range" from the episode select.
  4. Far downrange are a few floating barrels. Shoot one.
    • (if targetting is an issue it may be easier to either jog downrange, or cheat just(!) a red keycard (or noclip) and go through the red door on the right; it portals to the far end of the range where another barrel is floating close by the tall wall.

With CVar "hd_debug" set to > 0, debug messages will indicate that damage was dealt to the barrel, but here is where the divergence happens:

  • In GZDoom 3.6.0, the barrel will "explode" and fall to the ground upon taking any damage. This is the expected behavior.
  • In GZDoom 3.7.0, the barrel will not react at all. Recoil can make this hard to see, but bullets puff on the barrel "harmlessly" even though damage is registered with debugging.

I'm not sure where the problem may lie. Here is the permalink to the current target barrel actor code. Other actors seem to respond to damage as intended so I don't think it's the weapons/bullets. Reverting to previous commits of Hideous Destructor doesn't change anything, it's definitely a difference between GZD 3.6.0 and 3.7.0.

I'm running the Modern Linux x64 build (from the .deb packaged by Rachael) on Linux Mint 19.1 Cinnamon. Have not tested on any other platforms. Setting "vm_jit" to false doesn't fix the problem.

8-)
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Re: [3.7.0] Target barrels in Hid. Des. no longer explode

Postby Rachael » Mon Dec 31, 2018 11:27 pm

The variable in question is "asm_jit" - does setting that to 0 change it?
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Re: [3.7.0] Target barrels in Hid. Des. no longer explode

Postby Caligari87 » Mon Dec 31, 2018 11:28 pm

It does not, same behaviour.

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Re: [3.7.0] Target barrels in Hid. Des. no longer explode

Postby Graf Zahl » Tue Jan 01, 2019 1:14 am

The variable is called "vm_jit", not "asm_jit". Can you please retry?
Can you also please retest with the latest devbuild? There have been several fixes over the last few days and it may already have been resolved.
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Re: [3.7.0] Target barrels in Hid. Des. no longer explode

Postby Caligari87 » Tue Jan 01, 2019 9:40 am

Code: Select allExpand view
gzdoom +set vm_jit false -file hd-unstable/
[...]
Resolution: 1920 x 1080
Completions for vm:
vm_jit     vmengine   
]vm_jit
"vm_jit" is "false"


range - Firing Range

That's what I initially tested, I just typo'd it. But no, it doesn't fix the problem.

Sorry, I went to bed just after my last message. I'll test with 3.7.1 as soon as a Linux build is available (maybe try compiling myself later).

8-)
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Re: [3.7.0] Target barrels in Hid. Des. no longer explode

Postby Caligari87 » Tue Jan 01, 2019 4:51 pm

Problem still exists on 3.7.1.

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Re: [3.7.0] Target barrels in Hid. Des. no longer explode

Postby Matt » Tue Jan 01, 2019 10:25 pm

It's the +nodamage flag.

Here's a standalone actor:
Code: Select allExpand view
class tbs:Actor{
    default{
        
painsound "demon/pain";
        
health 99999;
        
painchance 256;
        +
shootable
//        +nodamage
    
}
    
states{
    
spawn:
        
BEXP B -1;
    
pain:
        
BEXP C 30 A_Pain();
        goto 
spawn;
    }
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Re: [3.7.0] Target barrels in Hid. Des. no longer explode

Postby Graf Zahl » Wed Jan 02, 2019 1:02 am

This looks like a problem with the DamageMobj refactor. The entire point of the NODAMAGE flag is to handle pain as if damage was inflicted but actually don't do it.
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Re: [3.7.0] Target barrels in Hid. Des. no longer explode

Postby Major Cooke » Wed Jan 02, 2019 7:36 am

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