MantisBT - Zandronum
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0002622Zandronum[All Projects] Bugpublic2016-02-08 00:332016-02-25 19:05
RusselCS 
 
normalmajoralways
closedno change required 
MicrosoftWindowsXP/Vista/7
3.0-beta 
 
0002622: NOGRAVITY cannot be toggled on players via A_ChangeFlag
Using A_ChangeFlag to swap the NOGRAVITY flag no longer impacts players in Zandronum 3.0.
1. Load the first given wad using Zandronum 2.1.2.
2. Go to MAP01.
3. Wait for the timer countdown to give you the item to toggle NOGRAVITY. It will also toggle invulnerability to prove that the item itself was actually functioning.
4. Attempt to cross the gap without using the ladder. You should float across as normal.
5. Repeat the above steps in Zandronum 3.0 r160206-1709-340e819.
6. Instead of floating across the gap, you will instead fall in.
Toggling NOGRAVITY works as expected when the player already had +NOGRAVITY when starting out.

Both of the wads in the given zip file contain the items "NoGravity" and "YesGravity" which turn the NOGRAVITY flags off and on respectively.

This behavior is the same as GZDoom g2.1.pre-1486-g86797b4.

An application of NOGRAVITY that I've used in the past was to make the player hang in the air without giving them the ability to use the fly up/fly down commands.
No tags attached.
zip NoGravityTest.zip (4,315) 2016-02-08 00:33
/tracker/file_download.php?file_id=1732&type=bug
Issue History
2016-02-08 00:33RusselCSNew Issue
2016-02-08 00:33RusselCSFile Added: NoGravityTest.zip
2016-02-08 00:49DuskNote Added: 0014391
2016-02-09 02:58ZzZomboNote Added: 0014397
2016-02-09 13:00IvanNote Added: 0014401
2016-02-09 16:03CelebiNote Added: 0014402
2016-02-09 16:03CelebiNote Edited: 0014402bug_revision_view_page.php?bugnote_id=14402#r8695
2016-02-09 16:06CelebiNote Edited: 0014402bug_revision_view_page.php?bugnote_id=14402#r8696
2016-02-10 12:49DuskNote Added: 0014409
2016-02-25 19:05DuskStatusnew => closed
2016-02-25 19:05DuskResolutionopen => no change required

Notes
(0014391)
Dusk   
2016-02-08 00:49   
You should report this to ZDoom, then.
(0014397)
ZzZombo   
2016-02-09 02:58   
Not a bug reply by Graf.
(0014401)
Ivan   
2016-02-09 13:00   
As a work around you could give players a flight powerup? Temporarily it should work things out.
(0014402)
Celebi   
2016-02-09 16:03   
(edited on: 2016-02-09 16:06)
@Ivan, the player would still be able to use fly up/fly down/hold jump to fly. This change screws up how some past/current mods use +NOGRAVITY for some attacks.

An example of +NOGRAVITY in for these mods, the player would do an attack where they would float in place with +NOGRAVITY and have PROP_FROZEN set so they can still look around, but not move. After some time the player would then charge in their last faced direction in an attempt to ram another player.

On a more related note to this ticket, +NOGRAVITY and FlightPowerups are rather inconsistent. In simple terms, if a player has flight and gains -NOGRAVITY, they will be unable to fly. +NOGRAVITY will regain flight for the player. However, if the player does fly up/down after -NOGRAVITY, they regain flight again. Honestly, NOGRAVITY in general should not effect flight and instead SetPlayerProperty and PROP_FLY should be the main things that controls it.

@Edit, grammar cleanup and missing words.

(0014409)
Dusk   
2016-02-10 12:49   
Graf said it pretty clearly. You shouldn't use the NOGRAVITY flag at all on the player pawn. Using it simply to disable the fly controls is a gross hack and it's no wonder that it broke. You should instead request a feature for this (e.g. a flag for PowerFlight)