MantisBT - Zandronum |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0001032 | Zandronum | [All Projects] Suggestion | public | 2012-09-11 16:39 | 2018-09-30 22:21 |
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Reporter | Disguise | |
Assigned To | Torr Samaho | |
Priority | normal | Severity | feature | Reproducibility | N/A |
Status | closed | Resolution | fixed | |
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 |
Product Version | 1.0 | |
Target Version | 3.0 | Fixed in Version | 3.0 | |
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Summary | 0001032: Z-Height support for player starts |
Description | I already asked this on the ZDoom forums:'http://forum.zdoom.org/viewtopic.php?f=18&t=34020 [^]'
So apparently it was added in 2.6.1. Now my question is... can it be back-ported? Because it would be extremely useful, especially for us, mappers, who would like to spawn players in the air and/or on 3D Floors. It would be greatly appreciated!
UsePlayerStartZ = By default, the Z height of player starts is ignored because of compatibility code needed to make player starts work correctly in certain levels. If this property is set, the Z height is enforced. This can be used to have the player start on a 3D floor. |
Steps To Reproduce | |
Additional Information | |
Tags | No tags attached. |
Relationships | related to | 0001499 | closed | | Slight chance that players will spawn on each other (same spawnpoint) | related to | 0001634 | closed | Edward-san | Weird spawn telefragging behavior on Duel32 + Transfer Heights | related to | 0001253 | closed | | Team telefrag issue: G_CheckSpot always returns true if the spawn spot is > player height for the sector it's in | child of | 0002172 | closed | Torr Samaho | Upgrade GZDoom base to 1.8.6 |
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Attached Files | ZHeightTest.wad (10,421) 2015-05-29 01:22 /tracker/file_download.php?file_id=1513&type=bug |
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Issue History |
Date Modified | Username | Field | Change |
2012-09-11 16:39 | Disguise | New Issue | |
2012-09-11 18:12 | Dusk | Note Added: 0004644 | |
2014-06-11 15:46 | Watermelon | Relationship added | related to 0001253 |
2014-06-11 15:48 | Watermelon | Relationship added | related to 0001499 |
2014-06-11 15:48 | Watermelon | Relationship added | related to 0001634 |
2014-06-11 15:48 | Watermelon | Status | new => acknowledged |
2014-06-11 15:49 | Watermelon | Status | acknowledged => confirmed |
2015-04-05 11:05 | Dusk | Relationship added | child of 0002172 |
2015-04-05 11:07 | Dusk | Target Version | => 3.0 |
2015-05-09 13:56 | Dusk | Status | confirmed => assigned |
2015-05-09 13:56 | Dusk | Assigned To | => Torr Samaho |
2015-05-09 13:58 | Dusk | Status | assigned => needs testing |
2015-05-11 02:29 | StrikerMan780 | Note Added: 0012236 | |
2015-05-29 00:47 | StrikerMan780 | Note Added: 0012447 | |
2015-05-29 01:22 | StrikerMan780 | File Added: ZHeightTest.wad | |
2015-05-29 01:23 | StrikerMan780 | Note Edited: 0012447 | bug_revision_view_page.php?bugnote_id=12447#r7213 |
2015-08-23 18:30 | Ru5tK1ng | Note Added: 0013251 | |
2015-08-25 10:32 | Dusk | Note Added: 0013265 | |
2015-08-25 10:33 | Dusk | Status | needs testing => needs review |
2015-08-25 19:35 | cobalt | Status | needs review => needs testing |
2015-08-25 19:35 | cobalt | Description Updated | bug_revision_view_page.php?rev_id=7948#r7948 |
2015-08-25 19:35 | cobalt | Note Added: 0013271 | |
2015-09-01 02:45 | Ru5tK1ng | Note Added: 0013345 | |
2015-09-05 15:05 | Dusk | Status | needs testing => resolved |
2015-09-05 15:05 | Dusk | Fixed in Version | => 3.0 |
2015-09-05 15:05 | Dusk | Resolution | open => fixed |
2018-09-30 22:21 | Blzut3 | Status | resolved => closed |
Notes |
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(0004644)
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Dusk
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2012-09-11 18:12
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Works so far in Singleplayer. I haven't had the opportunity to test this online yet due to a new crash preventing me from testing it. |
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(0012447)
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StrikerMan780
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2015-05-29 00:47
(edited on: 2015-05-29 01:23) |
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Works, sort of. You spawn at the right height, but your starting weapon becomes invisible permanently, and you keep doing the spectator bob until you move. The cl_showspawns particle fountains don't show at the appropriate height either(stuck on ground below).
EDIT: Uploaded a test wad with two DM starts set on top of 3D Floors.
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I played the test wad on my own server with 3.0-alpha-150819-2351. I spawned correctly on the 3d floor each time I died. I didn't come across any weapon invisibility or odd bobbing. The spawn particles however, were still on the floor and not on the 3d floor.
A small quirk I noticed was that bots didn't move when they spawned and only did so after being pushed off the 3d floor or into the chaingun. |
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(0013265)
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Dusk
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2015-08-25 10:32
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(0013271)
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cobalt
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2015-08-25 19:35
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Issue addressed by commit 22e7014efedc: Take useplayerstartz into account in cl_showspawns
Committed by Teemu Piippo [Dusk] on Tuesday 25 August 2015 13:31:08
Changes in files:
src/p_effect.cpp | 15 +++++++--------
1 files changed, 7 insertions(+), 8 deletions(-)
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Tested with 3.0-alpha-150831-1814 and the spawn particles are at the correct height now. |
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