Notes |
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(0007390)
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Dusk
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2013-10-13 09:21
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I took a look into this, the freeze checks in p_user.cpp only check for CF_TIMEFREEZE and not CF_FREEZE. I've attached a diff. |
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Thanks for checking, but I already figured out what was going on yesterday. I locally fixed the issue but didn't commit it yet. I assigned it to myself to indicate that I already started working on it. |
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(0007522)
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Arco
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2013-11-09 21:13
(edited on: 2013-11-09 21:18) |
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This issue is fixed in 131102-1210. Though, the sounds that play from the actors aren't working when the command is executed in the console (i.e. weapons firing). What should be done about this?
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Is the sound handling any different in the corresponding GZDoom version? |
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(0007531)
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Arco
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2013-11-10 15:48
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GzDoom r2509 is playing the sounds correctly when the command is executed from the console and from a binded key. |
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You mean ZDoom r2509 / GZDoom r880? |
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(0007533)
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Arco
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2013-11-10 16:10
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Was this any different in Zandronum 1.2 or GZDoom 323? |
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(0007535)
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Arco
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2013-11-10 16:21
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I was not able to reproduce this issue from v1.2 nor r323. The sounds that are playing from the actors are working correctly on those two binaries. |
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Thanks! Then it sounds like this problem was introduced by the backports. I'll have a look. |
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