Notes |
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(0000778)
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user35
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2010-12-30 20:50
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not only that but also ammo dropped by custom monsters (for example from realm667) they drop 1/2 from ammo!
they will drop 4 shells but when I pickup, I get only 2 shells
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(0000780)
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Ijon Tichy
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2010-12-30 21:01
(edited on: 2010-12-30 21:08) |
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The half-ammo thing is intended behaviour, and was programmed into Doom from the start. Considering you can specify the amount of ammo dropped by monsters in DECORATE, it's likely that this is intended behaviour.
As for the incorrect ammo count thing, most likely the client is assuming the ammo pickup is a normal one, instead of a dropped pickup, leading to the de-synchronisation you see here. Considering that the dropped ammo pickup would have the +DROPPED flag on it, this should be easy to fix.
However, I don't see the issue when I test it - see the ammoman.wad I uploaded. The issue doesn't occur there.
Edit: Nor do I see it with the pclasses wad - the arachnobaron drops 100 cells, and I can fire the plasma rifle 100 times.
Ediit: I was mistaken - it does occur, but it corrects the issue when you fire. Why is it working for the ammoman wad, and not the pclasses wad?
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(0000782)
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Borg
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2010-12-30 22:49
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dear Ijon Tichy:
Well, actualy problem occurs only in NetGame.
Try this:
actor AmmoZombieman: Zombieman replaces Zombieman
{
dropitem CellPack
}
And start local game.. everything will be fine.
start netgame.. and you will see the problem. |
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(0000784)
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Ijon Tichy
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2010-12-30 22:55
(edited on: 2010-12-30 22:57) |
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I tested it as a netgame. For some reason, ammoman.wad worked fine.
Now it's acting the way you said, and I'm confused.
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(0000785)
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Borg
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2010-12-31 10:40
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dont be.. just read with understanding... :)
only CellPack is affected and only in NetGames.
DROPPED flag not sent to client properly?
This is odd, it might have something common w/ A_Jump bug report
Ive done too. |
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No, it's not just CellPack. ShellBox, ClipBox, and RocketBox are affected too.
Maybe it has something to do with subclassing Ammo subclasses. I'm gonna test this. |
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Confirmed. Clients assume that all subclasses of subclasses of Ammo (Cell and CellPack, MaceAmmo and MaceHefty, EnergyPod and EnergyPack...) weren't dropped. Direct subclasses of Ammo (Cell, MaceAmmo, Mana[12], EnergyPod...) don't have this assumption made about them.
(see ammoman2.wad) |
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(0000788)
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Borg
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2010-12-31 22:14
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Ohh, nice spotting.
Okey, now we need to wait for fix... |
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Please test if this fixes the issue. |
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I didn't get to test the behavior yet, but I noticed that this build crashes when I start a new game while using the software renderer. |
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Interesting. I used a newer nasm version when compiling this binary, probably this broke the software renderer. Please test this. Here, I used the old nasm version. |
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(0000816)
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unknownna
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2011-01-17 00:30
(edited on: 2011-01-17 22:26) |
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Yes, the software renderer now works again. The fix seems to be working properly from testing with these actors:
Actor "Test1" : "ZombieMan" Replaces "ZombieMan"
{
DropItem "CellPack"
}
Actor "Test2" : "DoomImp" Replaces "DoomImp"
{
DropItem "ShellBox"
}
I'd like to hear more people confirm this as well.
EDIT:
"ammoman2.wad" is working as intended.
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(0000822)
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Borg
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2011-01-18 20:24
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Hello.
Ammo works fine now, confirmed on pclasses-v0.293.wad
Good work. |
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Thanks for the info, Edward-san! That indeed could be helpful. |
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