[Fixed] Weird occurences

Bugs that have been investigated and resolved somehow.

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Postby Enjay » Fri Oct 31, 2003 9:57 am

Malphas wrote:Can someone tell me how to do a screenshot of ZDoom? Is there a console command? The PrntScrn button doesn't seem to work, here. I get a wrongly palletted pic whenever I do so.


From your description it sounds like you are trying to use the PrtScrn button in the normal way. ie use it to copy the current screen to the clipboard and then paste it into a painting program of some sort. In Zdoom, you should find the PrtScrn button already bound to "screenshot" so every time you press it a png image appears in your Zdoom directory with whatever was on screen at the time.
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Postby bimshwel » Fri Oct 31, 2003 12:10 pm

Malphas Stewart Living wrote:if I recall correctly... this bizarre phenomenon was fixed in retail Doom v1.666.

http://classicdoom.com/odddemos.htm
The demos on this page seem to have been recorded with 1.9
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Postby HotWax » Fri Oct 31, 2003 1:12 pm

Malphas wrote:And HotWax, if I recall correctly... this bizarre phenomenon was fixed in retail Doom v1.666. From then on, only monsters of different species could attack and eliminate each other (Imp vs. Demon, Caco vs. Knight, etc.). I don't know what could have been done to bring this back. I was not aware at all of any setting for monster in-fighting in the current version of ZDoom (2.0.52 as of this writing). I also did not use any outside weapons or items (Disk of Repulsion?) to trigger this, either.


Actually, according to the Doom specs FAQ I read oh so long ago, monster infighting can occur anytime when:

1) A monster's projectile impacts another monster which is not of the same species. An imp can't hurt another imp with its fireball, but a Caco and a Baron will gladly duke it out should one of them get pegged by the other's fireball.
Exception: Barons and HellKnights do not get hurt by each others' projectile. (Probably because it's the very same one)

2) A monster's hitscan attack hits any other monster, regardless of species. A zombie who gets caught in the pistol blast of another zombie will turn on him. A spiderdemon will get royally pissed off if another spider starts pegging him with chaingun spam. A demon which gets bit by another demon (hitscan attack) will turn on the first demon and return the favor.

Although a missed scratch or bite is far from common, it is possible and can cause two of the same monster type to beat each other down without hesitation.

Of course, all this is not the issue you're talking about with that screenshot. The problem is that one Baron accidentally blew up a barrel that damaged the other, and since the other couldn't get mad at an inanimate object, it turned on the creature which destroyed the barrel in the first place, and caused this private little war. Like I said, I thought this was fixed...

And now, for a pop quiz!! What's the only enemy in the Doom series that under no circumstances can ever upset another monster into attacking it? (And no, I'm not counting the bossbrain/bossshooter/etc enemy here :P)
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Postby Graf Zahl » Fri Oct 31, 2003 1:21 pm

HotWax wrote:Exception: Barons and HellKnights do not get hurt by each others' projectile. (Probably because it's the very same one)


It's because there is some code to spefically handle this special case. Have an imp shoot the green fireball with Dehacked and it can easily hur Barons and Hell Knights.
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Postby Malphas » Fri Oct 31, 2003 4:55 pm

HotWax wrote:And now, for a pop quiz!! What's the only enemy in the Doom series that under no circumstances can ever upset another monster into attacking it?


The only monster I can think of would be the Pain Elemental. It uses Lost Souls as projectiles, but if those harm another monster the issues are taken out on the Lost Soul(s)... and the Pain Elemental floats away, none the wiser.

Oh, and Evil Mittens... Malphas Stewart Living? LOL! :lol:
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Postby HotWax » Fri Oct 31, 2003 5:33 pm

Malphas wrote:
HotWax wrote:And now, for a pop quiz!! What's the only enemy in the Doom series that under no circumstances can ever upset another monster into attacking it?


The only monster I can think of would be the Pain Elemental. It uses Lost Souls as projectiles, but if those harm another monster the issues are taken out on the Lost Soul(s)... and the Pain Elemental floats away, none the wiser.

Oh, and Evil Mittens... Malphas Stewart Living? LOL! :lol:


DING DING DING DING, we have a winner! :D

Yep, those pesky PE's never get the brunt of anyone's anger. It's especially heart-wrenching to watch some poor baron get continuously pelted by lost souls and never realize they're being sent to attack him by some mischievious PE that got caught in his crossfire.
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Postby Xaser » Sat Nov 01, 2003 8:49 am

Heh. I remember once while I was playing Map23 (Barrels O' Fun), a pain elemental got mad at a Hell Knight and started trying to pelt it with lost souls, but everytime it shot a soul, it would turn around and charge at me, and the knight kept attacking me as if the souls or the PE ever existed.

Also, isn't it impossible for an Archvile get mad at another Archvile? (Not counting the barrel trick, of course.)
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Postby HotWax » Sat Nov 01, 2003 1:29 pm

Xaser wrote:Heh. I remember once while I was playing Map23 (Barrels O' Fun), a pain elemental got mad at a Hell Knight and started trying to pelt it with lost souls, but everytime it shot a soul, it would turn around and charge at me, and the knight kept attacking me as if the souls or the PE ever existed.

Also, isn't it impossible for an Archvile get mad at another Archvile? (Not counting the barrel trick, of course.)


Actually you just reminded me of a special case coded in which prevents ANY monsters from getting mad at an archvile. So I guess there are two enemies, heh.
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Postby Hirogen2 » Sat Nov 01, 2003 2:36 pm

HotWax wrote:How did you get them to fight?

Hm... it could be possible with Thing_Hate().
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Postby HotWax » Sat Nov 01, 2003 3:48 pm

Hirogen2 wrote:
HotWax wrote:How did you get them to fight?

Hm... it could be possible with Thing_Hate().


Thanks, Capt. Obvious, but I'm pretty sure we covered that one.
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Postby randi » Sat Nov 01, 2003 3:53 pm

Malphas wrote:And HotWax, if I recall correctly... this bizarre phenomenon was fixed in retail Doom v1.666. From then on, only monsters of different species could attack and eliminate each other

This only applies if they are hit by a projectile attack. Instead of doing damage, the projectile will just disappear without hurting the thing it hit if it's the same species. Since no damage is done, the thing that was hit doesn't get mad at its "brother."

In your case, the damage was dealt by a barrel. The Baron that was hurt sees who made the barrel blow up and thinks to himself, "He made that barrel blow up, and it hurt me. Now I must hurt him in return."
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Postby Malphas » Sat Nov 01, 2003 8:39 pm

Which then led to the greatest grudge match in WWE HISTORY!!!11

...

...

... Okay maybe not, but it was fun watching it. :P

At any rate, I still think it'd be fun to watch a huge battle royale of Archviles or Cyberdemons. I'll be waiting for that to happen.
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Re: Weird occurences

Postby randi » Sat Nov 01, 2003 8:45 pm

Malphas wrote:Also, upon level start-up the player weapon sprite (no matter what weapon it is) "pops" up to view, in the uncapped FPS setting.

What do you mean by "'pops' up?" This is one of the few things that isn't affected by the uncapped framerate.
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Postby Malphas » Sun Nov 02, 2003 2:49 am

As far as I noticed, with every time I start a new level and switch weapons after the screen transition (I have mine set on Crossfade, btw) the weapon HUD sprite immediately is at the default ready position. Only for a fraction of a second would I see the weapon sprite looking any different (i.e. lowered).

As far as I recall in all the previous incarnations, even with the rapid weapon select feature the game animates the player bringing the weapon to the ready position. Also, and enemy sprites present in the screen seem to jerk slightly forward in their paths, ready to hunt me down. I barely noticed any difference in any pick-up sprites, though...

If anything, it's just a minor quirk I noticed. Perhaps it's my system setup... :?
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Postby Use3d » Wed Nov 05, 2003 8:24 pm

Having text problems with dehacked patches in 2.0.52. Patches with custom level names on the map aren't changing and intermission text is also unchanged. Other text isn't affected, like item pickup messages. This worked fine in 2.0.41 (I was using this until I updated ;).
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