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0001080Zandronum[All Projects] Bugpublic2012-09-27 19:502018-09-30 20:21
Llewellyn 
Torr Samaho 
lowfeaturealways
closedfixed 
MicrosoftWindowsXP/Vista/7
1.0 
1.11.1 
0001080: Allow Terminator/Hellstone to be replaced via Decorate
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.
Start a Terminator game with the included example wad
The terminator will be normal, pick it up then die, it will be a soulsphere
No tags attached.
? SOULTERM.wad (193) 2012-09-27 19:50
/tracker/file_download.php?file_id=767&type=bug
Issue History
2012-09-27 19:50LlewellynNew Issue
2012-09-27 19:50LlewellynFile Added: SOULTERM.wad
2012-09-30 09:18Torr SamahoNote Added: 0004867
2012-09-30 09:19Torr SamahoAssigned To => Torr Samaho
2012-09-30 09:19Torr SamahoStatusnew => needs testing
2012-09-30 10:30unknownnaNote Added: 0004874
2012-10-03 00:49LlewellynNote Added: 0004921
2012-10-03 15:53Torr SamahoNote Added: 0004928
2012-10-05 19:43LlewellynNote Added: 0004970
2012-10-05 19:45LlewellynNote Edited: 0004970bug_revision_view_page.php?bugnote_id=4970#r2705
2012-10-05 19:54Torr SamahoNote Added: 0004971
2012-10-05 19:55Torr SamahoNote Edited: 0004971bug_revision_view_page.php?bugnote_id=4971#r2707
2012-10-05 19:55Torr SamahoNote Revision Dropped: 4971: 0002706
2013-01-09 23:21DuskTarget Version => 1.1
2013-04-06 03:17ArcoNote Added: 0006242
2013-04-06 10:00DuskStatusneeds testing => assigned
2013-04-06 13:44BalrogNote Added: 0006246
2013-04-06 18:58Torr SamahoNote Added: 0006257
2013-04-06 19:56ArcoNote Added: 0006259
2013-04-06 20:25Torr SamahoNote Added: 0006260
2013-04-07 00:01DuskStatusassigned => resolved
2013-04-07 00:01DuskFixed in Version => 1.1
2013-04-07 00:01DuskResolutionopen => fixed
2018-09-30 20:21Blzut3Statusresolved => closed

Notes
(0004867)
Torr Samaho   
2012-09-30 09:18   
This should fix the issue. Of course you have to use a proper replacement, otherwise the game mode will break.
(0004874)
unknownna   
2012-09-30 10:30   
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.
(0004921)
Llewellyn   
2012-10-03 00:49   
The default skulltag gamemodes use RedSkull and Blueskull not RedSkullST and BlueSkullST
(0004928)
Torr Samaho   
2012-10-03 15:53   
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.
(0004970)
Llewellyn   
2012-10-05 19:43   
(edited on: 2012-10-05 19:45)
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.

(0004971)
Torr Samaho   
2012-10-05 19:54   
(edited on: 2012-10-05 19:55)
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).

(0006242)
Arco   
2013-04-06 03:17   
V1.1 does not conform that this was fixed, as the Terminator's effects in the example are still there.
(0006246)
Balrog   
2013-04-06 13:44   
I'd just like to bring up'http://zandronum.com/tracker/view.php?id=985 [^]' as a related ticket. (Yes, it doesn't make much sense; that's why I don't submit tickets first thing in the morning anymore.)
(0006257)
Torr Samaho   
2013-04-06 18:58   
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.
(0006259)
Arco   
2013-04-06 19:56   
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.
(0006260)
Torr Samaho   
2013-04-06 20:25   
SOULTERM.wad just replaces the pickup sprite, none of the effects of the sphere are changed.