MantisBT - Zandronum
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0000201Zandronum[All Projects] Bugpublic2010-11-18 03:282018-09-30 19:56
Anonymous 
Torr Samaho 
noneminoralways
closedfixed 
MicrosoftWindowsXP/Vista/7
98d 
1.0 
0000201: Grenade explosion when timer runs out does not have any transparency
While the three bounce death for the grenade actor gives off the normal DEHEXPLOSION transparency. The Mushroom state cause by the timer of the grenade running out does not count as a death state and thus is missing the transparent effects that are applied to the sprites.
Simply fire off a grenade in a way in which it explodes due to the grenade timer running out instead of it bouncing three times.
No tags attached.
related to 0000372closed Torr Samaho Shooting Grenades on Barrels make them act weird 
Issue History
2010-11-18 03:28AnonymousNew Issue
2010-11-25 02:02unknownnaNote Added: 0000632
2011-02-07 00:58Torr SamahoNote Added: 0000995
2011-02-07 00:58Torr SamahoStatusnew => feedback
2011-02-07 11:10unknownnaNote Added: 0001008
2011-02-07 18:47unknownnaNote Edited: 0001008bug_revision_view_page.php?bugnote_id=1008#r490
2011-02-07 18:48unknownnaNote Edited: 0001008bug_revision_view_page.php?bugnote_id=1008#r491
2011-04-08 07:33unknownnaRelationship addedrelated to 0000372
2012-01-20 22:32PopsoapNote Added: 0002500
2012-01-20 22:36PopsoapNote Edited: 0002500bug_revision_view_page.php?bugnote_id=2500#r1253
2012-01-20 22:40PopsoapNote Edited: 0002500bug_revision_view_page.php?bugnote_id=2500#r1254
2012-01-20 22:40PopsoapNote Edited: 0002500bug_revision_view_page.php?bugnote_id=2500#r1255
2012-01-21 01:31DuskNote Added: 0002501
2012-01-21 14:24PopsoapNote Added: 0002502
2012-01-21 16:29Torr SamahoNote Added: 0002508
2012-01-21 17:58PopsoapNote Added: 0002511
2012-01-21 17:58PopsoapNote Edited: 0002511bug_revision_view_page.php?bugnote_id=2511#r1257
2012-01-22 19:56Torr SamahoNote Added: 0002523
2012-01-22 19:57Torr SamahoStatusfeedback => resolved
2012-01-22 19:57Torr SamahoFixed in Version => 1.0
2012-01-22 19:57Torr SamahoResolutionopen => fixed
2012-01-22 19:57Torr SamahoAssigned To => Torr Samaho
2012-06-09 13:22Torr SamahoCategoryGeneral => Bug
2018-09-30 19:56Blzut3Statusresolved => closed

Notes
(0000632)
unknownna   
2010-11-25 02:02   
Confirmed. The bug doesn't occur in 98c.
(0000995)
Torr Samaho   
2011-02-07 00:58   
Does anybody have some time to tinker the Grenade's DECORATE code to fix this? Would save me some time :).
(0001008)
unknownna   
2011-02-07 11:10   
(edited on: 2011-02-07 18:48)
This seems to work, but it's rather hacky. I tried to force the grenade into the death state. It works properly offline, but the explosion will tend to desync online.

Actor Grenade_01 : Grenade Replaces Grenade
{
    +SHOOTABLE // Needed for A_Die to work.
    States
    {
    Spawn:
        SGRN A 87 Bright
        Goto EndTimer
    EndTimer:
        TNT1 A 0 A_Die // Force the grenade into the death state.
        Stop
    Death:
        TNT1 A 0 A_Stop
        TNT1 A 0 A_ChangeFlag ("NoGravity", 1)
        Goto Detonate
    Detonate:
        MISL B 8 Bright A_Explode
        MISL C 6 Bright
        MISL D 4 Bright
        Stop
    }
}


EDIT:

BTW, standard Skulltag grenades will desync when they hit explosive barrels online.

(0002500)
Popsoap   
2012-01-20 22:32   
(edited on: 2012-01-20 22:40)
'http://zdoom.org/wiki/A_Countdown [^]'
This would be great for replicating the timer. Then all you would need is add a ReactionTime, and that should replicate the grenade's lifespan.

Actor STGrenade : Grenade
{
    Radius 8
    Height 8
    Speed 25
    Damage 20
    ReactionTime 87
    Projectile
    -NOGRAVITY
    +DOOMBOUNCE
    +RANDOMIZE
    +DEHEXPLOSION
    +GRENADETRAIL
    +QUARTERGRAVITY
    +EXPLODEONDEATH
    +USESTBOUNCESOUND
    SeeSound "weapons/grenlf"
    DeathSound "weapons/grenlx"
    Obituary "$OB_GRENADE"
    DamageType Grenade
    States
    {
    Spawn:
        SGRN A 1 bright A_CountDown
        Loop
    Death:
        TNT1 A 0 A_NoGravity
        MISL B 8 bright A_Explode
        MISL C 6 bright
        MISL D 4 bright
        Stop
    }
}


(0002501)
Dusk   
2012-01-21 01:31   
Out of curiosity, do A_Countdown calls use up any bandwidth? Will the server inform the client when A_Countdown is called?
(0002502)
Popsoap   
2012-01-21 14:24   
It seems to use 11 bytes (for me at least) for each grenade. I'm not sure if the server informs the client about the action function being called.
(0002508)
Torr Samaho   
2012-01-21 16:29   
A_CountDown is a good idea! Please test if this works as intended. Note that I also needed to make a change to A_CountDown to prevent possible sync issue. This raises the network traffic of A_CountDown from 11 to 19 bytes per player.
(0002511)
Popsoap   
2012-01-21 17:58   
Have not noticed any problems with the grenades in the build.

(0002523)
Torr Samaho   
2012-01-22 19:56   
Thanks for checking!