DoomCraft wrote:I don't know how, but GZDoom does not look like Doom with your mod. You sir, have made my favorite mod. I just don't know, but the 3D models and everything make the game awesome. I am awaiting for more updates for this mod.
Thank you.

DoomCraft wrote:One thing I noticed is that I went a floor up from my spawn point, and I noticed something very funny. I killed an NPC, but then it's corpse glitched. Like not to make anything sound sexually weird, but it was like being humped by nothing. OH MA GAD! Dead corpses have seisures! LOL
Ah! So that's happened to you too. That's precisely the glitch I got that I was talking about in my release post. I put a safeguard into the code but it looks like I failed to stop the problem.
I'm really not sure what's causing it. My best guess is that it is something to do with the NPC cowering down and dying at the same time. The individual state sequences all seem legal and legitimate enough. The cowering is handled by giving the NPC an inventory item and, if found, the NPC cowers down. When he dies, if he is cowering, he should go into a suitable death sequence from a cowered position rather than standing up only to fall down dead immediately afterwards (which is what it would look like if he used the standard death sequence).
When the NPC dies, it checks for the presence of the inventory item and, if it's there, he should be cowering and so he uses the cowering death animation. However, for some reason, this animation seems to mess up occasionally (I've only seen it once in many, many tests). I really don't know why it happens though. The cowering death sequence is very standard with one frame following on from another until there is one with a -1 duration. Looking at the model and the skin it is using at the time, it must already be dead and in the cowering death sequence so I have no idea why it gets stuck and judders in place rather than completing the death. If anyone knows, I'd be glad to hear about it. I thought it migh be something to do with, perhaps, the inventory item being either given or taken at the exact moment of death (which is why my failed safeguard was to take the item away) but I'm not sure why that would mess things up.
Ah well, a glitch like that makes it seem like an AAA Bethesda game anyway.

[edit] I'm testing adding an
A_Die pointer to the Cowering death sequence to force death to see if that makes any difference. Unfortunately, with it happening so rarely, I can't really be sure that I will have cured the problem. There is a custom pain state sequence that heals enemies after thay have been alerted by some damage but if that was the source of the problem, I'd have expected to see it far more commonly and in all actor types.[/edit]