[since 2.2.0] Voodoo doll gets stuck
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[since 2.2.0] Voodoo doll gets stuck
In ZDoom compatible source ports the voodoo doll gets stuck. If you damage the voodoo doll, it will start moving and will continue moving as expected. In Boom 2.02 the voodoo doll does not get stuck.
This used to work in ZDoom, but is now broken. The last official version in which it works as expected is ZDoom 2.1.7. In 2.2.0 and later it is broken.
I have made a test level to reproduce this behavior. Download
This used to work in ZDoom, but is now broken. The last official version in which it works as expected is ZDoom 2.1.7. In 2.2.0 and later it is broken.
I have made a test level to reproduce this behavior. Download
Re: [since 2.2.0] Voodoo doll gets stuck
AFAIK it has been fixed in skulltag, Randy might want to backport it.
Re: [since 2.2.0] Voodoo doll gets stuck
I can't backport anything from Skulltag.
Re: [since 2.2.0] Voodoo doll gets stuck
Why? Their codebase is too different, or you no longer have access to their SVN?
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [since 2.2.0] Voodoo doll gets stuck
I have access but I have no idea which of their changes (if it even exists) might be responsible.
Re: [since 2.2.0] Voodoo doll gets stuck
They did not fix anything, it behaves exactly like in ZDoom. Confirmed with the latest build 2665 (98b branch), released on February 7, 2010.
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Re: [since 2.2.0] Voodoo doll gets stuck
It may be a good idea to look into what revision is causing it (unless SVN was moved post 2.2.0). It would be a good idea to look into commits mentioning Voodoo dolls and/or fixes related to that.
Re: [since 2.2.0] Voodoo doll gets stuck
2.1.7 was r366. 2.2.0 was r747. So I guess the first revision to rest would be r557. Then let's say it works there too, you'd look at r652. And so on, cutting in the middle each time. This way, you have at most eight or nine revisions to test.Deathlike2 wrote:It may be a good idea to look into what revision is causing it (unless SVN was moved post 2.2.0). It would be a good idea to look into commits mentioning Voodoo dolls and/or fixes related to that.
That's more reliable than just looking at revisions that mention voodoo dolls because:
1. It might be caused by an unrelated change
2. Sometimes a revision log doesn't actually tell everything it changed; to give a recent example, this did more than just add code I made. It also changed things in p_setup.cpp, for instance.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [since 2.2.0] Voodoo doll gets stuck
Well, having some GZDoom releases hanging around, I was able to narrow the change down to r553 to r563.
In 1.0.27 (based on ZDoom r553) it was still working but in 1.0.28 (r563) it was not.
My bet is r555 which did make a change to the sliding code.
In 1.0.27 (based on ZDoom r553) it was still working but in 1.0.28 (r563) it was not.
My bet is r555 which did make a change to the sliding code.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [since 2.2.0] Voodoo doll gets stuck
Yup, r555 it was. Fixed.
Re: [since 2.2.0] Voodoo doll gets stuck
Thank you.