Can't interrupt 202:Generic_Door action if Sector Tag set

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Dieting Hippo
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Can't interrupt 202:Generic_Door action if Sector Tag set

Post by Dieting Hippo »

Tested versions:
GZDoom v4.3.3
ZDoom v2.8.1

Issue:
If a linedef for a door sector with the action 202:Generic_Door and Sector Tag 0 is activated, it will open the sector behind it. Activating the linedef while the door sector's ceiling is raising will reverse the door, with repeated activations consistently raising the door back up and down.

However, if the same linedef for the door sector has the door sector's Sector Tag set, activating the linedef will raise the door sector but the door sector's movement will not be able to be interrupted until it has finished raising.

I'm not sure if this is intended behavior (only doors using Sector Tag 0 can be interrupted) or if this is a legit bug, since the behavior dates back to ZDoom. In case it is an intended function, would we be able to have this information added to Generic_Door's wiki page stating that opening/closing doors can only be interrupted if Sector Tag is set to 0?

Example WAD:
Configuration: GZDoom: Doom 2 (UDMF)
Script Type: ZDoom ACS
Map: MAP01

I've attached an example WAD of the issue. In MAP01 are two doors, each showing different behavior. The door on the left has linedefs on the front and back with the 202:Generic_Door action and the door sector's tag set as the Sector Tag. The door on the right also has linedefs on the front and back with the 202:Generic_Door action, but the Sector Tag is set to 0. The door on the left will not be able to be interrupted while the door is opening or closing, but the door on the right can be interrupted while opening when pressing use during the action.
Attachments
GD202BUG.zip
Example WAD of Generic_Door issue
(1.68 KiB) Downloaded 18 times
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Graf Zahl
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Lead GZDoom+Raze Developer
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Re: Can't interrupt 202:Generic_Door action if Sector Tag se

Post by Graf Zahl »

Generic_Door is supposed to work like Boom's generalized doors, which are *not* the same as the simple Door_Raise function.
Unless you can provide a test case where a Boom map acts differently from PrBoom I won't touch this special, especially for something this long standing.
Dieting Hippo
Posts: 3
Joined: Tue Mar 31, 2020 6:49 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
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Re: Can't interrupt 202:Generic_Door action if Sector Tag se

Post by Dieting Hippo »

Thanks for the quick response! I agree wholeheartedly, I tested it out in ZDoom just to see if this was longstanding functionality. Changing that could cause chaos in maps.

Would it be possible to have this information added to the wiki regarding the reactivation behavior when Sector Tag is set to 0 and when it's not?

Additionally, I can't find an ACS action other than Door Generic with Sector Tag 0 that will allow repeated activations while the door is moving. Do you know if this is the only way to make a door's open/close animation interruptable with? With Doom II/Boom the DR action is naturally able to be interrupted while the door is in motion, the behavior with Sector Tags preventing this seems to be exclusive to ACS-using maps.
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