[r4172] 0 tic frames not always lasting 0 tics

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Nash
 
 
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Re: [r4172] 0 tic frames not always lasting 0 tics

Post by Nash »

And in my mod, jumping will make the player float in the air, never to drop. I'm willing to bet it's related to this change. I'll need some time to trace down what exactly that my mod is doing that is triggering this behaviour though...

EDIT:

Code: Select all

Actor Z_FloorCheck
{
    Radius 9
    Height 4
    +SOLID
    States
    {
        Spawn:
            TNT1 A 1
            Stop
    }
}
 
This actor is responsible for some collision checks I'm doing with the player. For example...

Code: Select all

// player is on ground
Function int CheckPlayerOnGround(void)
{
    int onground;
    if(GetActorZ (0) == GetActorFloorZ (0) || GetActorVelZ(0) == 0 && !Spawn("Z_FloorCheck", GetActorX(0), GetActorY(0), GetActorZ(0) - (4 << 16), 0, GetActorAngle(0)))
    {
        onground = 1;
        //Setfont("smallfont");
        //print(s: "on ground");
    }
    else
    {
        onground = 0;
        //Setfont("smallfont");
        //print(s: "in air");
    }
    return onground;
}
 
Removing the +SOLID flag from Z_FloorCheck returns things to normal (ie, player can fall down again) but will obviously break all the collision checks I've specifically set the Thing up for.

Unfortunately this is all I can give for now. An isolated example file might take a while to make but I'm pretty sure the changes in here are making this happen.

EDIT 2: Oh hey I just remembered I have a small ZDoom-compatible project that uses the same code as what I'm describing above. So it's easy to test right away:

https://dl.dropboxusercontent.com/u/47355875/house.pk3

Jump and you will never fall down.
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randi
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Re: [r4242] Monsters Disappear After Death(ZDoom is broken)

Post by randi »

Fixed in r4243.
Blue Shadow
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Re: [r4172] 0 tic frames not always lasting 0 tics

Post by Blue Shadow »

So, has anyone tested the latest build to see if everything is alright? Is it safe to update my ZDoom version, again? :P
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Enjay
 
 
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Re: [r4172] 0 tic frames not always lasting 0 tics

Post by Enjay »

I only uploaded it about 15 minutes ago. ;)

I've tested it with briefly Cammy and another couple of mods and I haven't noticed any problems yet.
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Re: [r4172] 0 tic frames not always lasting 0 tics

Post by Blue Shadow »

Enjay wrote:I only uploaded it about 15 minutes ago. ;)
Heh, I thought the post/upload time of the builds was according to my time zone, for some reason, and I forgot that it wasn't. :lol:
I've tested it with briefly Cammy and another couple of mods and I haven't noticed any problems yet.
That's a relief. Because to be honest, I was starting to get worried...
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GFD
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Re: [r4172] 0 tic frames not always lasting 0 tics

Post by GFD »

what have i done
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Nash
 
 
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Re: [r4172] 0 tic frames not always lasting 0 tics

Post by Nash »

Everything >seems< to be back to the way they were... for now... hopefully no more problems come up after this... :P
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Fishytza
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Re: [r4172] 0 tic frames not always lasting 0 tics

Post by Fishytza »

Finally, DECORATE actors are working as expected.
...
...
I'm probably going to regret making this post, but anyway. (So far so good.)
So, I've messed around with NODELAY and discovered a itsy bitsy teeny tiny problem with it.
It seems that you can't use it in a 0 state chain where it ends with the actor being destroyed (Stop at the end)

Code: Select all

Actor AnotherOne
{
	States
	{
	Spawn:
		TNT1 A 0 Nodelay A_SpawnItem("Gibs")
		TNT1 A 0 A_SpawnItem("Clip")
		TNT1 A 0 A_SpawnItem("Shotgun")
		Stop
	}
}
Once you spawn this and leave/close the console, you get a crash.
Of course you can just give one of the three states (I think that's what they're called) a one tick delay and things are fine.
Last edited by Fishytza on Fri May 03, 2013 1:31 am, edited 1 time in total.
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Graf Zahl
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Re: [r4172] 0 tic frames not always lasting 0 tics

Post by Graf Zahl »

Hmm... I somehow expected this from looking at the code.
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randi
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Re: [r4172] 0 tic frames not always lasting 0 tics

Post by randi »

Fixed in r4245.
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