MantisBT - Zandronum |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0001080 | Zandronum | [All Projects] Bug | public | 2012-09-27 19:50 | 2018-09-30 20:21 |
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Reporter | Llewellyn | |
Assigned To | Torr Samaho | |
Priority | low | Severity | feature | Reproducibility | always |
Status | closed | Resolution | fixed | |
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 |
Product Version | 1.0 | |
Target Version | 1.1 | Fixed in Version | 1.1 | |
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Summary | 0001080: Allow Terminator/Hellstone to be replaced via Decorate |
Description | I was making a wad that replaces the Terminator sphere, and currently the respawn is hardcoded.
You die and drop the replaced actor, but it doesn't replace the initial respawn or the respawn after it sits on the ground too long. |
Steps To Reproduce | Start a Terminator game with the included example wad
The terminator will be normal, pick it up then die, it will be a soulsphere
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Additional Information | |
Tags | No tags attached. |
Relationships | |
Attached Files | SOULTERM.wad (193) 2012-09-27 19:50 /tracker/file_download.php?file_id=767&type=bug |
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Issue History |
Date Modified | Username | Field | Change |
2012-09-27 19:50 | Llewellyn | New Issue | |
2012-09-27 19:50 | Llewellyn | File Added: SOULTERM.wad | |
2012-09-30 09:18 | Torr Samaho | Note Added: 0004867 | |
2012-09-30 09:19 | Torr Samaho | Assigned To | => Torr Samaho |
2012-09-30 09:19 | Torr Samaho | Status | new => needs testing |
2012-09-30 10:30 | unknownna | Note Added: 0004874 | |
2012-10-03 00:49 | Llewellyn | Note Added: 0004921 | |
2012-10-03 15:53 | Torr Samaho | Note Added: 0004928 | |
2012-10-05 19:43 | Llewellyn | Note Added: 0004970 | |
2012-10-05 19:45 | Llewellyn | Note Edited: 0004970 | bug_revision_view_page.php?bugnote_id=4970#r2705 |
2012-10-05 19:54 | Torr Samaho | Note Added: 0004971 | |
2012-10-05 19:55 | Torr Samaho | Note Edited: 0004971 | bug_revision_view_page.php?bugnote_id=4971#r2707 |
2012-10-05 19:55 | Torr Samaho | Note Revision Dropped: 4971: 0002706 | |
2013-01-09 23:21 | Dusk | Target Version | => 1.1 |
2013-04-06 03:17 | Arco | Note Added: 0006242 | |
2013-04-06 10:00 | Dusk | Status | needs testing => assigned |
2013-04-06 13:44 | Balrog | Note Added: 0006246 | |
2013-04-06 18:58 | Torr Samaho | Note Added: 0006257 | |
2013-04-06 19:56 | Arco | Note Added: 0006259 | |
2013-04-06 20:25 | Torr Samaho | Note Added: 0006260 | |
2013-04-07 00:01 | Dusk | Status | assigned => resolved |
2013-04-07 00:01 | Dusk | Fixed in Version | => 1.1 |
2013-04-07 00:01 | Dusk | Resolution | open => fixed |
2018-09-30 20:21 | Blzut3 | Status | resolved => closed |
Notes |
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This should fix the issue. Of course you have to use a proper replacement, otherwise the game mode will break. |
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It seems to work as intended. The icons still use the hard-coded sprites though. You can replaces the sprites, but it seems that you cannot replace the FloatyIcon actor. And it seems that you can't replace the skull (BlueSkullST/RedSkullST) actors in the Skulltag game mode. |
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The default skulltag gamemodes use RedSkull and Blueskull not RedSkullST and BlueSkullST |
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Quote from unknownna It seems to work as intended. The icons still use the hard-coded sprites though. You can replaces the sprites, but it seems that you cannot replace the FloatyIcon actor. Actually this was never designed for replacements, so I'd call the remaining things missing features.
Quote from unknownna And it seems that you can't replace the skull (BlueSkullST/RedSkullST) actors in the Skulltag game mode. The skulls are not meant to be replaced via DECORATE but with the TEAMINFO lump by specifying a different SkullItem in there.
Quote from Llewellyn
The default skulltag gamemodes use RedSkull and Blueskull not RedSkullST and BlueSkullST Not as far as I know. There is some special code though that will automatically replace map spawned RedSkull and Blueskull actors in the Skulltag gamemode by the actors defined as SkullItem in the TEAMINFO lump. Nevertheless, Skulltag maps should work if you directly place the specified SkullItem actors on the map. |
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(0004970)
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Llewellyn
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2012-10-05 19:43
(edited on: 2012-10-05 19:45) |
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I had to replace BlueSkull and RedSkull instead of RedSkullST/BlueSkullST in Decorate for it to work. (Wasn't using TEAMINFO lump.)
(PS. Any way we can get compatability for multi-team Skulltag? It seems like it was coded in at one point and left without being complete? The score pillars currently take the actor properties 0-Blue 1-Red 2-All but there are no team 3/4.
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(0004971)
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Torr Samaho
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2012-10-05 19:54
(edited on: 2012-10-05 19:55) |
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Quote from Llewellyn Any way we can get compatability for multi-team Skulltag? It seems like it was coded in at one point and left without being complete? The score pillars currently take the actor properties 0-Blue 1-Red 2-All but there are no team 3/4. Please open a new tick for this and include a 3 way Skulltag example map (with missing stuff replaced by dummies in case things necessary for the third team are not implemented).
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(0006242)
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Arco
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2013-04-06 03:17
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V1.1 does not conform that this was fixed, as the Terminator's effects in the example are still there. |
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(0006246)
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Balrog
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2013-04-06 13:44
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Quote from Arco V1.1 does not conform that this was fixed, as the Terminator's effects in the example are still there.
Seems to work fine for me. Please report exactly what's happening and what you think should happen instead. |
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(0006259)
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Arco
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2013-04-06 19:56
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When I picked up the Terminator, I assumed that it was supposed to have the Soulsphere's attributes. I killed myself, picked up the Terminator again, and it still was the same thing. |
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SOULTERM.wad just replaces the pickup sprite, none of the effects of the sphere are changed. |
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