1670 Heretic Volcano problems

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
User avatar
Enjay
 
 
Posts: 26533
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

1670 Heretic Volcano problems

Post by Enjay »

I just noticed 2 problems with the Heretic Volcano items.

1) When it launches a fireball, no sound is played. There is one in Vanilla Heretic. I think that this used to work in Zdoom a while back [edit] yes, it works in 1.23 b33 [/edit] however recent Zdooms do not play the sound - even as far back as the last official Zdoom. The sound "world/volcano/shoot" is defined but I don't see anything calling it.

2) The launched fireballs don't have a trail. I'm not sure why this doesn't work as there seems to be DECORATE code for it. What's more, it was working up until fairly recently. The last official GZdoom has the trails but neither the current Zdoom nor GZdoom revisions do.
User avatar
Enjay
 
 
Posts: 26533
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: 1670 Heretic Volcano problems

Post by Enjay »

In addition, I just noticed that the Beast Monster's fireball no longer has a trail either. I *think* this uses the same DECORATE code as the volcano fireball to spawn its trail.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49066
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: 1670 Heretic Volcano problems

Post by Graf Zahl »

Enjay wrote: The sound "world/volcano/shoot" is defined but I don't see anything calling it.
Fixed. It got accidentally altered by a careless search & replace.
Enjay wrote: 2) The launched fireballs don't have a trail. I'm not sure why this doesn't work as there seems to be DECORATE code for it. What's more, it was working up until fairly recently. The last official GZdoom has the trails but neither the current Zdoom nor GZdoom revisions do.
Also fixed. When Randy added the new RNG code the Random2(int mask) version got changed from returning the difference between 2 bytes to the difference between 2 ints.
User avatar
Enjay
 
 
Posts: 26533
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: 1670 Heretic Volcano problems

Post by Enjay »

And the CrossbowFX2 actor also doesn't spawn a trail. All of these use A_SpawnItemEx using "random2" as part of its parameters. Related?

[edit] That was a cross post [/edit]
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49066
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: 1670 Heretic Volcano problems

Post by Graf Zahl »

Same bug. All random2 calls from DECORATE were broken.
User avatar
Enjay
 
 
Posts: 26533
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: 1670 Heretic Volcano problems

Post by Enjay »

Can someone please tell me how random2 is used? It looks as if it should be pretty useful but I can't figure its full implications out by looking at the DECORATE code in zdoom.pk3 and I can't find an explanation in the Wiki or on the forum.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49066
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: 1670 Heretic Volcano problems

Post by Graf Zahl »

Random2 is basically just random() - random(), i.e. it subtracts a random byte value from another random byte value.

It effectively creates a random number between -255 and 255 with the central values more likely.

Return to “Closed Bugs [GZDoom]”