[Fixed] "spawn item drops on the floor" doesn't work

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
Anakin S.
Posts: 1067
Joined: Fri Nov 28, 2003 9:39 pm
Location: A long time ago in a galaxy far, far away...

Post by Anakin S. »

I looked at Eevee's link and saw a suggestion for making decorate replace existing actors. This would be good for modifying the player and giving him extra death frames, making him lose limbs in exploding sequence, giving him step sounds, burn, and freeze frames.
User avatar
HotWax
Posts: 10002
Joined: Fri Jul 18, 2003 6:18 pm
Location: Idaho Falls, ID

Post by HotWax »

I agree that it should be possible to replace existing actors without ZDoom complaining. Currently you can simply give a decorate object the same ednum as an existing actor and the new one will replace the old -- however, ZDoom spews out an error when it parses the file.

I don't think the player can be affected by decorate currently, but I could be wrong about that. In either case, I don't see how making this change would make any difference in that regard.
User avatar
Anakin S.
Posts: 1067
Joined: Fri Nov 28, 2003 9:39 pm
Location: A long time ago in a galaxy far, far away...

Post by Anakin S. »

HotWax wrote:I don't think the player can be affected by decorate currently, but I could be wrong about that. In either case, I don't see how making this change would make any difference in that regard.
Do you mean using dehacked vs. using decorate to modify the player? Dehacked cannot set burning and freezing frames for the player, and you'd have to replace frames in order to make longer walking or dying sequences.

And if we were to make walking step noises, we'd have to rely on the cyberdemon, arachnotron, or spider mastermind stepping noises (replaced, of course), which were intended for monsters and may have side effects. The generic A_PlaySound for decorate would just play the sound without the side effects brought about by its originally being part of a monster's chase sequence.
User avatar
randi
Site Admin
Posts: 7750
Joined: Wed Jul 09, 2003 10:30 pm
Contact:

Post by randi »

Fixed. The spawning on floor behavior even when the monster is way above the floor is the correct Doom behavior. But you are correct that it seems odd, so now they spawn at the monster's feet. In most cases, this is indistinguishable from what Doom did (because all the Doom monsters that dropped items were walking monsters and normally on the floor), so the compatibility flag is still a reasonable approximation of the original behavior.
Post Reply

Return to “Closed Bugs [GZDoom]”