More Pitch Fixes

Bugs that have been investigated and resolved somehow.

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Graf Zahl
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Re: More Pitch Fixes

Post by Graf Zahl »

The real question has to be: Why did nobody report these backwards facing issues and just worked around them? When I made the first public commits about that I specifically asked to testing that stuff.

The thing is, now we are in the worst possible situation: There's a lot of content out there that was made for the old and correct versions and some new content for the broken 2.2
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Caligari87
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Re: More Pitch Fixes

Post by Caligari87 »

I think the problem is that it's one of those things where usually the documentation doesn't clearly state "positive up, negative down" or whatever, and so someone using the function for a new project just goes with what works. "Oh, my missiles are going the wrong way, better invert that sign." Most of us aren't neck-deep in the source so we just assume that if it "works" that's how it was meant to be. This is especially insidious because it's such a simple "fix" for the modder, all I have to do is negate my final number and voila, it's perfect and I don't even consider it might possibly be a bug.

8-)
Last edited by Caligari87 on Mon Dec 12, 2016 9:47 am, edited 1 time in total.
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Graf Zahl
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Re: More Pitch Fixes

Post by Graf Zahl »

And despite all that, what I need right now are some simple test cases that cover various bad parameters so that I can test them against different versions.
These tests have to be in pre-scripting-branch DECORATE, i.e. no anonymous functions!
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Graf Zahl
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Re: More Pitch Fixes

Post by Graf Zahl »

Caligari87 wrote:I think the problem is that it's one of those things where usually the documentation doesn't clearly state "positive up, negative down" or whatever, and so someone using the function for a new project just goes with what works. "Oh, my missiles are going the wrong way, better invert that sign" and doesn't even consider it might possibly be a bug. Most of us aren't neck-deep in the source so we just assume that if it "works" that's how it was meant to be.

8-)
What I mean is: If something changes in an unexpected manner, I'd expect to get a report. Ultimately I did get a report on A_FaceTarget, but it only was last month when that stuff had been broken for 7 months already. And now some people come in and demand to revert it because they used it wrong. What should I do?
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Caligari87
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Re: More Pitch Fixes

Post by Caligari87 »

I personally say fix it and get everything consistent. 7 months is not that long a time, and it's highly unlikely there's many high-profile mods created in that window which also have been abandoned to the point of not getting a patch or fix.

8-)
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Re: More Pitch Fixes

Post by Graf Zahl »

My plan. And then provide a set of wrapper functions, but not part of ZDoom but as a script file people can add to their mods later so that they do not have to change all parameters but just the function names.

First thing I need is some stripped down test stuff I can use to check behavior. If I do not get that I cannot safely determine which one is old and which one is not.
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Re: More Pitch Fixes

Post by Guest »

So what's affected so far?

definitely affected:
A_CustomMissile with pitch parameter
A_Face* (at least with max_pitch)

possibly affected:
A_ChangeVelocity
A_*Refire
A_BulletAttack
A_CustomComboAttack
A_BasicAttack
A_MonsterRail
A_SkullAttack
A_CheckLOF
A_CustomRailgun
A_SeekerMissile

Anything else? (or anything from the above we can conclusively rule out?)
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Re: More Pitch Fixes

Post by Major Cooke »

A_Face* including FaceMovementDirection.
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Matt
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Re: More Pitch Fixes

Post by Matt »

Graf Zahl wrote:First thing I need is some stripped down test stuff I can use to check behavior. If I do not get that I cannot safely determine which one is old and which one is not.
Would something like this do?
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Re: More Pitch Fixes

Post by Edward-san »

Graf, do you mind if you test these also with zandronum 3.0 beta (requires commenting out A_FaceMovementDirection)?
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Re: More Pitch Fixes

Post by Matt »

While a final fix remains pending, can those of us hoping to update our mods assume from hereon in that all pitches will be treated negative up, positive down and that any exceptions to that will eventually be fixed if found?
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Re: More Pitch Fixes

Post by Edward-san »

No, I think ZDoom will add new action functions which would do the correct thing.
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Re: More Pitch Fixes

Post by Matt »

Ugh, thanks but that was opposite of the sort of answer I was looking for. I'll just have to tell everyone to use an earlier dev version of GZDoom until this is resolved. [EDIT: apparently 2.2.0 works with HD if you remove the A_SetInventory and just accept that the thing will constantly crash on exit]
Caligari87 wrote:I think the problem is that it's one of those things where usually the documentation doesn't clearly state "positive up, negative down" or whatever, and so someone using the function for a new project just goes with what works.
For what it's worth, until this happened I've always assumed it was the player that was glitched in having positive values mean look down. (Seriously who thought it was a good idea to do it this way anyway???)
Last edited by Matt on Sat Dec 17, 2016 5:57 pm, edited 1 time in total.
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Graf Zahl
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Re: More Pitch Fixes

Post by Graf Zahl »

Vaecrius wrote:(Seriously who thought it was a good idea to do it this way anyway???)

We all know... we all know... :?
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Graf Zahl
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Re: More Pitch Fixes

Post by Graf Zahl »

So, A_CustomMissile has landed on the chopping block and been replaced by a new function that implements it properly. This one was particularly bad because it would set the projectile's pitch value wrong.

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