[Fixed] Boom compatibility - Passthru
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.
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.
-
- Posts: 12
- Joined: Tue Nov 25, 2003 4:08 am
Boom compatibility - Passthru
I've noticed some problems with Boom compatibility. One thing that seems to cause quite a few problems, is the Passthru flag of linedefs not working. With Passthru, several buttons can be placed right behind each other, and using the first one uses them all at once. In ZDoom, you must keep pushing, using one linedef each time, so you must push the button many times.
This is used f.ex. in Phobos Anomaly Reborn, making that excellent episode not work in ZDoom (other than this, it seems to work fine). In E1M3, there are two buttons you must press many times to get all the effects. Also, on the large crane on that level, the button on the elevator is supposed to raise an invisible floor to enable a 3D effect in addition to raising the elevator, and there is no way to get both to happen, breaking the level in ZDoom (the readme of PAR says there are no fatal flaws with ZDoom, so perhaps this was broken recently).
This is used f.ex. in Phobos Anomaly Reborn, making that excellent episode not work in ZDoom (other than this, it seems to work fine). In E1M3, there are two buttons you must press many times to get all the effects. Also, on the large crane on that level, the button on the elevator is supposed to raise an invisible floor to enable a 3D effect in addition to raising the elevator, and there is no way to get both to happen, breaking the level in ZDoom (the readme of PAR says there are no fatal flaws with ZDoom, so perhaps this was broken recently).
-
- Posts: 10002
- Joined: Fri Jul 18, 2003 6:18 pm
- Location: Idaho Falls, ID
-
- Posts: 12
- Joined: Tue Nov 25, 2003 4:08 am
-
- Lead GZDoom+Raze Developer
- Posts: 48598
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
-
- Lead GZDoom+Raze Developer
- Posts: 48598
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Ok, here's what happens:
At the beginning of P_TranslateLinedefs we find the following line of code:
Later we have this:
And guess what? ML_PASSUSE_BOOM is 0x200 so it is cleared by the first of the two lines before the code has any chance to examine it! In v1.22 the order of these 2 lines was inversed so why could this ever happen? 
At the beginning of P_TranslateLinedefs we find the following line of code:
Code: Select all
flags = flags & 0x01ff; // Ignore flags unknown to DOOM
Code: Select all
passthrough = (flags & ML_PASSUSE_BOOM);

-
- Posts: 12
- Joined: Tue Nov 25, 2003 4:08 am
-
- ... in rememberance ...
- Posts: 282
- Joined: Thu Jul 17, 2003 9:53 pm
- Location: New Orleans LA
Well, the code that Graf Zahl quoted has been changed for .57. Randy now has those lines together at the top of the function as:larsboy wrote:Since rh-log.txt in the source for 57 says that it's fixed, I assume it was supposed to be fixed in this version. Well, passthru don't work in 57
Code: Select all
passthrough = (flags & ML_PASSUSE_BOOM);
flags = flags & 0x01ff; // Ignore flags unknown to DOOM

-
- Posts: 81
- Joined: Fri Jul 18, 2003 6:29 am
Pass-thru flag "Feature"
Another problem (or feature - not sure which) with the pass-thru flag:
if you set the player use pass-through flag on a line that holds a valid switch texture, the switch effect for that texture does not work (texture doesn't change/no sound produced).
So. Is it a bug or an expected feature?
Paul Schmitz (another old DOOM guy)
Edit: fogot to mention - I am using cab57 (see previous line).
if you set the player use pass-through flag on a line that holds a valid switch texture, the switch effect for that texture does not work (texture doesn't change/no sound produced).
So. Is it a bug or an expected feature?
Paul Schmitz (another old DOOM guy)
Edit: fogot to mention - I am using cab57 (see previous line).
-
- Lead GZDoom+Raze Developer
- Posts: 48598
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
-
- Site Admin
- Posts: 7731
- Joined: Wed Jul 09, 2003 10:30 pm
-
- Lead GZDoom+Raze Developer
- Posts: 48598
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
-
- Site Admin
- Posts: 7731
- Joined: Wed Jul 09, 2003 10:30 pm