Notes |
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(0006502)
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Dusk
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2013-06-24 23:05
(edited on: 2013-06-24 23:08) |
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Confirmed during testing session on 1.1-130512-1932, sv_barrelrespawn and alwaysapplydmflags must be set
- a newly connecting client percieves the barrel as stuck in mid-explosion, as pictured
- barrels appear to vanish, reappear and then "jump" before detonation if shot after respawning
1.0 does not exhibit the behavior.
// [RH] Pretend as deathmatch for purposes of dmflags
// EXTERN_CVAR (Bool, alwaysapplydmflags)
#define alwaysapplydmflags true
pls thx
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"Ghost" barrels always spawn at coordinate pair (0,0). The barrels that appear here are jointed to other barrels across the map that have respawned and appear to spam explosions when other respawned barrels have exploded. Barrels at this position appear with IDDT but can be passed through (with laggy collision through void space). |
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We should find the latest beta build which didn't have this problem... |
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This problem was introduced with the fix in e46657a3e75d7b5009a5aa1f2002f79f0789d7c3. |
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While working on a fix I ran into 0000949 again. Can somebody check and report whether GZDoom fixed the problem yet in 0000949? |
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(0006608)
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Arco
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2013-07-10 17:09
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GzDoom does not appear to have that issue fixed in it's latest verision. |
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I made a fix that doesn't rely on a GZDoom fix. Needs to be tested in the next beta build. |
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(0006641)
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Dusk
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2013-07-14 21:49
(edited on: 2013-07-14 22:15) |
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When a respawned barrel is shot, the barrel just vanishes on the client. It still deals damage though. This only happens after the barrel has been shot once and has respawned.
EDIT: Looks like they warp to (0, 0) on the client-side before detonating. Some barrels instead seem to fall from mid-air when detonating.
In addition, a barrel in gw2.wad map18 at -494 425 seems to disappear after first punched. It came back after being punched again. Also alwaysapplydmflags remains being annoying.
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I think this is a different problem, i.e. neither caused by e46657a3e75d7b5009a5aa1f2002f79f0789d7c3 nor by its fix. Can somebody check if this is any different in 1.0 and if so, identify the first 1.1 beta build that had this problem? |
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(0006645)
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Arco
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2013-07-15 14:47
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Upon testing this in different versions, it appears that this problem was introduced at v1.1 130120-0905. Although it's rarity is more persistent on this version, I managed to make the barrels to warp to (0,0) by simply shooting at them, but their actors where they where originally are still there until the barrels cease to exist.
Any other erratic behavior was not observed, and this issue does not happen in all variations in v1.0. |
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(0006647)
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jwaffe
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2013-07-15 15:43
(edited on: 2013-07-15 15:44) |
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Yesterday during testing I made a wad that makes it easy to illustrate this "warp to 0,0" behavior; 0,0 is at the exact intersecting corner of the four colored squares in the map.
Attached: See MAP01_BarrelWarpTest.wad
I'm not sure if this has been said already, but only the respawned barrels have a problem, the barrels originally placed in the map explode normally.
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The problem surfaced with this changeset but is actually caused by a bug that was already in 1.0. This should fix the issue. |
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(0006657)
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Arco
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2013-07-15 19:43
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Quote from "Torr Samaho" The problem surfaced with this changeset but is actually caused by a bug that was already in 1.0. This should fix the issue.
Interesting. I didn't noticed anything with the barrels when I was testing 1.0, though it could have something to do with 0000817.
Quote from "Torr Samaho" This should fix the issue.
And it is indeed fixed. |
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