MantisBT - Zandronum |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0000201 | Zandronum | [All Projects] Bug | public | 2010-11-18 03:28 | 2018-09-30 19:56 |
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Reporter | Anonymous | |
Assigned To | Torr Samaho | |
Priority | none | Severity | minor | Reproducibility | always |
Status | closed | Resolution | fixed | |
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 |
Product Version | 98d | |
Target Version | | Fixed in Version | 1.0 | |
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Summary | 0000201: Grenade explosion when timer runs out does not have any transparency |
Description | 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. |
Steps To Reproduce | 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. |
Additional Information | |
Tags | No tags attached. |
Relationships | related to | 0000372 | closed | Torr Samaho | Shooting Grenades on Barrels make them act weird |
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Attached Files | |
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Issue History |
Date Modified | Username | Field | Change |
2010-11-18 03:28 | Anonymous | New Issue | |
2010-11-25 02:02 | unknownna | Note Added: 0000632 | |
2011-02-07 00:58 | Torr Samaho | Note Added: 0000995 | |
2011-02-07 00:58 | Torr Samaho | Status | new => feedback |
2011-02-07 11:10 | unknownna | Note Added: 0001008 | |
2011-02-07 18:47 | unknownna | Note Edited: 0001008 | bug_revision_view_page.php?bugnote_id=1008#r490 |
2011-02-07 18:48 | unknownna | Note Edited: 0001008 | bug_revision_view_page.php?bugnote_id=1008#r491 |
2011-04-08 07:33 | unknownna | Relationship added | related to 0000372 |
2012-01-20 22:32 | Popsoap | Note Added: 0002500 | |
2012-01-20 22:36 | Popsoap | Note Edited: 0002500 | bug_revision_view_page.php?bugnote_id=2500#r1253 |
2012-01-20 22:40 | Popsoap | Note Edited: 0002500 | bug_revision_view_page.php?bugnote_id=2500#r1254 |
2012-01-20 22:40 | Popsoap | Note Edited: 0002500 | bug_revision_view_page.php?bugnote_id=2500#r1255 |
2012-01-21 01:31 | Dusk | Note Added: 0002501 | |
2012-01-21 14:24 | Popsoap | Note Added: 0002502 | |
2012-01-21 16:29 | Torr Samaho | Note Added: 0002508 | |
2012-01-21 17:58 | Popsoap | Note Added: 0002511 | |
2012-01-21 17:58 | Popsoap | Note Edited: 0002511 | bug_revision_view_page.php?bugnote_id=2511#r1257 |
2012-01-22 19:56 | Torr Samaho | Note Added: 0002523 | |
2012-01-22 19:57 | Torr Samaho | Status | feedback => resolved |
2012-01-22 19:57 | Torr Samaho | Fixed in Version | => 1.0 |
2012-01-22 19:57 | Torr Samaho | Resolution | open => fixed |
2012-01-22 19:57 | Torr Samaho | Assigned To | => Torr Samaho |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
2018-09-30 19:56 | Blzut3 | Status | resolved => closed |
Notes |
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Confirmed. The bug doesn't occur in 98c. |
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Does anybody have some time to tinker the Grenade's DECORATE code to fix this? Would save me some time :). |
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(0001008)
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unknownna
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2011-02-07 11:10
(edited on: 2011-02-07 18:48) |
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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.
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(0002500)
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Popsoap
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2012-01-20 22:32
(edited on: 2012-01-20 22:40) |
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'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
}
}
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(0002501)
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Dusk
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2012-01-21 01:31
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Out of curiosity, do A_Countdown calls use up any bandwidth? Will the server inform the client when A_Countdown is called? |
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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. |
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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. |
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Have not noticed any problems with the grenades in the build.
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