MantisBT - Zandronum |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0003214 | Zandronum | [All Projects] Bug | public | 2017-08-02 08:38 | 2018-04-20 19:58 |
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Reporter | Fused | |
Assigned To | | |
Priority | normal | Severity | minor | Reproducibility | always |
Status | closed | Resolution | no change required | |
Platform | | OS | | OS Version | |
Product Version | 3.0-beta | |
Target Version | | Fixed in Version | | |
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Summary | 0003214: Axeblood appears to have no target with +PUFFGETSOWNER |
Description | Weapons that have +WEAPON.AXEBLOOD are supposed to call an axeblood actor instead of regular blood.'https://zdoom.org/wiki/Classes:AxeBlood [^]'
While all of this works, it appears axeblood does not have a target pointer set, while regular blood does. This is problematic in my mod, where zombies have green blood over red blood for humans. This only works with regular blood, while the code is identical. I do need axeblood to simulate more blood. |
Steps To Reproduce | |
Additional Information | |
Tags | No tags attached. |
Relationships | |
Attached Files | ZH2_Core.pk3 (463,374) 2017-08-03 10:17 https://zandronum.com/tracker/file_download.php?file_id=2172&type=bug |
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Issue History |
Date Modified | Username | Field | Change |
2017-08-02 08:38 | Fused | New Issue | |
2017-08-02 09:29 | Dusk | Note Added: 0018133 | |
2017-08-02 09:29 | Dusk | Status | new => feedback |
2017-08-02 09:29 | Dusk | Priority | high => normal |
2017-08-03 10:16 | Fused | Note Added: 0018137 | |
2017-08-03 10:16 | Fused | Status | feedback => new |
2017-08-03 10:17 | Fused | File Added: ZH2_Core.pk3 | |
2017-08-03 10:19 | Fused | Note Edited: 0018137 | bug_revision_view_page.php?bugnote_id=18137#r10847 |
2017-08-03 10:23 | Fused | Note Edited: 0018137 | bug_revision_view_page.php?bugnote_id=18137#r10848 |
2017-08-04 20:01 | Fused | Note Added: 0018142 | |
2017-08-04 20:01 | Fused | Note Edited: 0018142 | bug_revision_view_page.php?bugnote_id=18142#r10854 |
2017-08-04 20:26 | Shift | Note Added: 0018143 | |
2017-08-05 08:34 | Dusk | Note Deleted: 0018143 | |
2017-08-05 08:38 | Dusk | Note Added: 0018144 | |
2017-08-05 08:38 | Dusk | Status | new => needs review |
2017-11-06 14:23 | Fused | Note Added: 0018811 | |
2018-04-19 19:11 | Fused | Note Added: 0019174 | |
2018-04-20 19:58 | Edward-san | Note Added: 0019175 | |
2018-04-20 19:58 | Edward-san | Status | needs review => closed |
2018-04-20 19:58 | Edward-san | Resolution | open => no change required |
Notes |
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(0018133)
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Dusk
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2017-08-02 09:29
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Is this also broken in GZDoom 1.8.6? |
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(0018137)
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Fused
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2017-08-03 10:16
(edited on: 2017-08-03 10:23) |
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I'm not sure how to check, since the flag is for weapons, which I can't give to enemies, and I am unable to create a proper server in GZdoom, nor add bots.
I did however make a minimal example wad if someone knows how to. Simply run it, go to the map DEBUG, and have bots walk over the stimpacks. Then simply shoot them with any doom 2 weapon to notice green blood. Then give yourself the shotgun2 weapon, and shoot again. Notice how it's red blood now. It should be green.
EDIT: I should mention that in the blood file, the first two actors in there are all that are needed to be checked. NewBlood is spawned by normal weapons, while MoreBlood is spawned by weapons with the +WEAPON.AXEBLOOD flag. As you see, they are identical basically, apart from a bit more blood spawn with the latter.
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(0018142)
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Fused
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2017-08-04 20:01
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This doesn't work in GZDoom 1.8.6 either. I guess it's not in yet then. Would it be possible to implement this? I can't exactly work around this at all.
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(0018144)
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Dusk
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2017-08-05 08:38
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For 3.0 that's unlikely unless Torr decides otherwise. |
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(0018811)
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Fused
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2017-11-06 14:23
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How is this looking for 3.1? |
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(0019174)
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Fused
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2018-04-19 19:11
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This turns out to be an user error. Please close. |
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