MantisBT - Zandronum |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0003565 | Zandronum | [All Projects] Suggestion | public | 2018-11-01 11:46 | 2024-01-10 03:25 |
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Reporter | Fused | |
Assigned To | Kaminsky | |
Priority | normal | Severity | minor | Reproducibility | have not tried |
Status | resolved | Resolution | fixed | |
Platform | | OS | | OS Version | |
Product Version | 3.1-beta | |
Target Version | 3.2 | Fixed in Version | 3.2 | |
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Summary | 0003565: cvar to disable spawnfog |
Description | Would it be possible to have a cvar to remove the spawnfog on joining players, without fully removing teleportfog?
Teleportfog is always spawned, and in my mod is very distracting when people join midgame and are SetDeadSpectator'd immediatley. My only solution now is to fully remove fog, which I don't find a good solution at all. |
Steps To Reproduce | |
Additional Information | |
Tags | No tags attached. |
Relationships | |
Attached Files | TeleportFog.txt (549) 2018-11-03 15:28 https://zandronum.com/tracker/file_download.php?file_id=2438&type=bug |
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Issue History |
Date Modified | Username | Field | Change |
2018-11-01 11:46 | Fused | New Issue | |
2018-11-03 15:28 | Kaminsky | File Added: TeleportFog.txt | |
2018-11-03 15:31 | Kaminsky | Note Added: 0020170 | |
2023-08-05 20:24 | Fused | Note Added: 0022901 | |
2023-08-06 04:03 | Kaminsky | Status | new => closed |
2023-08-06 04:03 | Kaminsky | Resolution | open => no change required |
2023-12-06 11:39 | Fused | Note Added: 0022929 | |
2023-12-06 11:39 | Fused | Status | closed => feedback |
2023-12-06 11:39 | Fused | Resolution | no change required => reopened |
2023-12-18 14:41 | Kaminsky | Note Added: 0022935 | |
2023-12-18 14:41 | Kaminsky | Assigned To | => Kaminsky |
2023-12-18 14:41 | Kaminsky | Status | feedback => needs review |
2023-12-18 14:41 | Kaminsky | Target Version | => 3.2 |
2023-12-29 18:59 | Kaminsky | Note Added: 0022939 | |
2023-12-29 18:59 | Kaminsky | Status | needs review => needs testing |
2024-01-10 03:25 | Ru5tK1ng | Note Added: 0022986 | |
2024-01-10 03:25 | Ru5tK1ng | Status | needs testing => resolved |
2024-01-10 03:25 | Ru5tK1ng | Resolution | reopened => fixed |
2024-01-10 03:25 | Ru5tK1ng | Fixed in Version | => 3.2 |
Notes |
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When an actor is spawned, the TeleportFog spawned with it doesn't have any target pointer assigned to it, but it will set its target to the actor if the actor is teleported.
What you can do is create a custom TeleportFog class which inherits and replaces the original one, then have it execute an ACS script upon spawning that checks if it has a target and removes it from the world if it doesn't. |
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(0022901)
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Fused
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2023-08-05 20:24
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Sounds good, you can close this in my opinion since that suits my use case. |
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(0022929)
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Fused
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2023-12-06 11:39
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I am reopening this issue because while this solution does work for regular teleport fog, it appears the target pointer is _not_ passed with functions such as `SetActorPosition`.
It would be nice to either have an option to just disable the spawn fog altogether so the main issue is fixed, or to have this git issue backported instead:'https://github.com/rheit/zdoom/pull/192 [^]'
The latter would allow the teleport fog to be temporarily disabled, and even allows modifying both the source and destination fog. |
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Pulled the latest changes and the new DM flag works as intended and switches seamlessly on the fly between on and off. Teleport and morph fogs are not affected. |
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