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Hyena
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*sigh*

Post by Hyena »

Okay, a couple of people have mentioned bugs to me in the latest version of zdoom (.63). I told them to report them and they didn't, so now I have to pass on the message with my limited understanding of them.
Apologies if these are lacking in information. :/

1. There seem to be problems with converting heretic to doom. Apparently this worked fine in .61 but with .63, the knight's sounds are garbled, and converted maps don't run at all.
(This was as much detail as I could get.)

2. Refire doesn't work with new custom monsters in the decorate lump. New monsters who are supposed to refire don't loop their shooting animations.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Post by Graf Zahl »

Ok:

1: The sound names for Heretic's knight were changed in the last version to deconflict them from the Hell Knight. The new names are hknight/* instead of knight/*
2: Simple user error. A refiring attack has to jump to its start. Refire does not cause loops, it ends them.
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deathz0r
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Post by deathz0r »

Graf Zahl wrote:2: Simple user error. A refiring attack has to jump to its start. Refire does not cause loops, it ends them.
I was the one who mentioned that to Hyena. I was going to make a thread about it, but since Hyena jumped the gun and made one, I'll post it here instead:

This is my current code for what I was hoping would make a monster refire:

Code: Select all

	Missile:
		SAU2 A 5 A_FaceTarget
		SAU2 E 13 Bright A_MissileAttack
		SAU2 F 1 A_FaceTarget
		SAU2 E 1 A_SpidRefire
		Goto See
I've tried various refire code pointers, and none of them appear to work. Is there an undocumented pointer that I should be using instead?
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LilWhiteMouse
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Post by LilWhiteMouse »

The refire pointers are misleading. They don't loop the state, they send the actor back to it's see state if their target is no longer within LOS.

Code: Select all

   Missile: 
      SAU2 A 5 A_FaceTarget 
      SAU2 E 13 Bright A_MissileAttack 
      SAU2 F 1 A_FaceTarget 
      SAU2 E 1 A_SpidRefire 
      Goto Missile+1
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HotWax
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Location: Idaho Falls, ID

Post by HotWax »

In other words, here's what happens when the game processes those pointers.

SAU2 A 5 A_FaceTarget
Display SAU2A*. Turn the monster to face its current target. Wait 5 tics.

SAU2 E 13 Bright A_MissileAttack
Display SAU2E*. Fire the monster's selected missile. Wait 13 tics.

SAU2 F 1 A_FaceTarget
Display SAU2F*. Turn the monster to face its current target. Wait 1 tic.

SAU2 E 1 A_SpidRefire
Display SAU2E*. Wait 1 tic. Can the monster still see its target? Yes -> Continue. No -> Goto See.

Goto Missile+1 (only reaches this point if A_SpidRefire did NOT send it to See)
Jumps back to the second frame in the Missile state.
Last edited by HotWax on Tue Mar 02, 2004 6:38 pm, edited 1 time in total.
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deathz0r
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Post by deathz0r »

Ahh, thanks.

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