Zdoom Behaviour or Bug?

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oODemonologistOo
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Zdoom Behaviour or Bug?

Post by oODemonologistOo »

http://zandronum.com/tracker/file_downl ... 4&type=bug

Download this, run normally. Works fine, then use sv_itemrespawn 1 and then you'll see
Last edited by oODemonologistOo on Fri Oct 05, 2012 12:33 pm, edited 1 time in total.
Gez
 
 
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Re: Zdoom Behaviour or Bug?

Post by Gez »

http://zandronum.com/tracker/file_downl ... 4&type=bug

You needed http:// in front of the URL.

Also, this tracker thread seems to be from where it originates.
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oODemonologistOo
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Re: Zdoom Behaviour or Bug?

Post by oODemonologistOo »

Yes it is. I just wanted to see if this is intended or not, as in, in Zdoom.
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oODemonologistOo
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Re: Zdoom Behaviour or Bug?

Post by oODemonologistOo »

Bump.
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ChronoSeth
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Re: Zdoom Behaviour or Bug?

Post by ChronoSeth »

Was that really necessary? It has only been three days. The topic wouldn't even have gotten halfway down the page.
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Re: Zdoom Behaviour or Bug?

Post by wildweasel »

oODemonologistOo wrote:Bump.
In the future, please don't do this.
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randi
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Re: Zdoom Behaviour or Bug?

Post by randi »

The HoldAndDestroy state is entered when an item is picked up that ① does not stick around in the inventory and ② does not respawn. If the item respawns or stays in the inventory to be used later, then it does not use this state.

I feel kind of bad doing this, since you're abusing an inventory item, but I can give you the NEVERRESPAWN inventory flag.

In the future, the proper way to create an object that does something when you bump into it has been demonstrated by Kate.
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el zee
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Re: Zdoom Behaviour or Bug?

Post by el zee »

I really wouldn't bother with porting the singleplayer at all anyone can play it fine in (G)Zdoom. Just do the multiplayer, and replace the trampolines as a decoration that does nothing and make a thrustthingz sector where they are. When/if zandronum catches up to zdoom, use kate's example randy posted.
And I believe I made a separate healing basin a pickup that disappears for multiplayer, so you should have no trouble with that.

I know this probably wasn't the best way to do trampolines in the ROTT TC, but it was the only item pickup state that would spawn another item directly in the same place.

Also, in multiplayer placing the trampolines as items would cause them to disappear and respawn, and spawning them to mapspots would make them behave as in singleplayer. (see if this works in zandronum)
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Re: Zdoom Behaviour or Bug?

Post by oODemonologistOo »

I worked around that by just having it spawned by an external actor. However that flag would be really useful as it saves the trouble from using external actors for just about every thing you don't want to respawn.

I was just curious to see if this was intended or not, so that Zandronum can have it worked out properly as seen above in the tracker request link.
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