Notes |
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I agree with Jroc. This flag will be very useful in projects like Jumpmaze. |
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Okay, but it looks like nothing in that two year old thread thread was ever actually addressed, I think this is important to a lot of wads, in fact it should have been addressed and resolved two years ago, given it's just one actor flag that needs to be added. Could I at least confirm that this is being considered? |
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(0001600)
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Edward-san
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2011-05-14 08:02
(edited on: 2011-05-14 10:22) |
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You cannot estabilish the ETA to the devs, hence please be patient.
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Blzut3 has told me that knowing which revision of zdoom thruspecies was implemented in may improve the probability of this being backported, it was revision 1626:
'http://zdoom.org/Changelog/1626/files [^]' |
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(0002170)
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Proteh
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2011-09-18 17:45
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I agree with Jroc. This would make Jumpmaze 1000 times better and stop players complaining about blocking.
Put this in please. |
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(0002174)
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Devon
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2011-09-19 15:02
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This can stop trolling on many WADs such as Jumpmaze, WDI, Zombie horde (But no-one cares about that anyway) etc. Very good idea imo. |
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(0002178)
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Infer
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2011-09-19 18:20
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This will stop the block trolling in wads like Jumpmaze. |
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(0002179)
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Frank
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2011-09-19 19:20
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Great idea that I came up with a while back and told Jroc myself about. It is useful for non-multiplayer coop wads that are too small for up to four players that you couldn't host before. More importantly Jumpmaze maps can be smaller (Aka jumpmaze maps can be made faster and done the right way) And all in all it will stop all Erdukes from blocking. |
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The vast amount of support for this did not went unnoticed ;). This binary should THRUSPECIES and a couple of other things.
Unfortunately the THRUSPECIES changes were intertwined with a lot of other changes, so I needed backport more stuff in order to get THRUSPECIES while not breaking maintainability. Here is the full list of backports in the new bianry:
out of sequence fix backport from ZDoom revision 1587:
- Fixed: Monsters should not check the inventory for damage absorbtion when they have the MF5_NODAMAGE flag set.
- Added patch for saving automap zoom.
out of sequence fix and feature backport from ZDoom revision 1599:
- Fixed: A_CountdownArg and A_Die must ensure a certain kill.
- Changed bounce flags into a property and added real bouncing sound properties. Compatibility modes to preserve use of the SeeSound are present and the old flags map to these.
out of sequence fix and feature backport from ZDoom revision 1619:
- Added 'EndTitle' nextmap option which goes to the regular title loop after the game has finished.
- Added NOBOSSRIP flag. Note: we are now at flags6!
- Added THRUACTORS flag that disables all actor<->actor collision detection.
- Added DONTSEEKINVISIBLE flag for missiles that can't home in on invisible targets.
- Added SFX_TRANSFERPITCH flag to A_SpawnItemEx.
- Added Ultimate Freedoom IWAD detection.
- Added GetAirSupply and SetAirSupply functions to ACS.
- Fixed: The *surface sound was not played when drowning was switched off by setting the level's air supply to 0.
out of sequence feature backport from ZDoom revision 1626:
- Added Gez's THRUSPECIES submission.
out of sequence fix backport from ZDoom revision 1768:
- Fixed: P_TestMobjZ() needs THRUSPECIES and THRUACTORS checks, too. |
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Wonder If this could be applied in a Server dmflag too. |
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(0002185)
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Proteh
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2011-09-20 14:00
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Thanks so much for that, Torr!
... I guess no Linux binary until the official release :( |
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Thanks a lot Torr :D! In general this is working fine however there is one major issue. Thruspecies does not seem to work and you will still collide with others until you jump or fall off of a ledge, furthermore you will not be able to pick up weapons until you jump too. This can be reproduced easily, here is a wad with +THRUSPECIES added to the doomplayer class:
'http://www17.zippyshare.com/v/67445612/file.html [^]'
No need to host a server to reproduce, simply use the summon doomplayer console command to summon a doomplayer near where you spawn. Make sure you do not summon him in a place where you need to fall off a ledge to get to, so if in map01 summon him behind you. You will collide with the doomplayer, and you wont be able to pick up weapons, however when you jump or fall off of a ledge, from then on you will no longer collide with the doomplayer and you will be able to pick up weapons fine. If you kill yourself and respawn, it will happen again.
Incidentally, since thruspecies has made telefragging redundant, could I request a method to disable them? For instance, a server flag, or backporting the +NOTELEFRAG decorate flag from zdoom. |
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Found another issue, it seems that when on a platform that is moving up and you are inside another person, you will be forced above the player you were inside of until the platform stops moving. |
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Alright, there was still a ZDoom bug affecting THRUSPECIES. This contains the packported fix from ZDoom revision 1663. Since the corresponding ZDoom log message was completely inexpressive, it was not apparent that this revision is also necessary. I don't know if this fixes all the problems you observed though. Please test and report back.
> Incidentally, since thruspecies has made telefragging redundant, could I request a method to disable them? For instance, a server flag, or backporting the +NOTELEFRAG decorate flag from zdoom.
Well, you can make as many request as you want. The question is how many of them will be actually implemented ;). If every backported ZDoom feature immediately triggers another ZDoom backport request, this is probably not going to work. Anyway, if you'd like to make an additional request, please open a new request ticket so we can discuss this there.
> Wonder If this could be applied in a Server dmflag too.
What exactly are you trying to request? A new dmflag that adds THRUSPECIES to all players? If so, please make a new request ticket for this. |
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>What exactly are you trying to request? A new dmflag that adds THRUSPECIES to all players? If so, please make a new request ticket for this.
Yes, with that you will don't need to make a decorate lump for THRUSPECIES only. It's not big important but i'll request anyways. |
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(0002194)
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Hypnotoad
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2011-09-20 23:45
(edited on: 2011-09-20 23:47) |
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It seems that the first problem I mentioned where thruspecies would not immediately work when spawning is now fixed :).
However the issue where you or the other player is forced above you when a platform is moving up is still present. Quickest way to reproduce is to spawn a doomplayer on the lift in the main hall in Map01, go into chasecam and walk inside the doomplayer then observe what happens when the platform raises.
edit: using the wad I linked earlier of course
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> However the issue where you or the other player is forced above you when a platform is moving up is still present.
Did you check whether it works properly in ZDoom? |
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I just tested in zdoom and the bug is there too :( |
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> I just tested in zdoom and the bug is there too :(
That's what I guessed. Please make a bug report at the ZDoom forum.
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(0002215)
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Gez
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2011-09-29 11:23
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(0002219)
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Gez
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2011-10-05 16:40
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Any chance of getting a test build with my fix so that people can see if it breaks anything else? |
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The rocket still pass through the player with THRUSPECIES flag and when I pick up the special weapons (minigun, grenade launcher, etc) I can't select them. |
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M0rbid desire, if you're using the thruspecies wad I made, that's because I also added mthruspecies (m for missile) to the rocket's actor decorate for testing, so that is an intended result. |
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(0002240)
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Gez
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2011-10-11 10:35
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And likewise, the player class definition in that test wad does not have the Skulltag-only weapons in its weapon slots (in order to allow it to be used with ZDoom too) so it's normal that you can't select them. |
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(0002252)
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Dusk
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2011-10-17 00:08
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We tested this with the private testing team and the results are as follows:
- +THRUSPECIES, +MTHRUSPECIES and +THRUACTORS work with all testable conditions, including infinite actor height, A_ChangeFlag and monsters with said flags.
- +NOBOSSRIP works fine, rockets with +RIPPER and said flag pass through imps and normal enemies but collide at boss monsters.
- Devil Hunter crashed every time a player he was spying at picked up an item - removing Voltlock's redux announcer fixed the issue. 75 couldn't join up due to strange freeze issues.
All in all, seems to work. |
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(0002254)
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Dusk
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2011-10-17 00:54
(edited on: 2011-10-17 00:55) |
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Test run part 2: +DONTSEEKINVISIBLE is broken. A RevenantTracer with the flag does not home in at all even if you're visible. Broken both offline and online.
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(0002258)
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Gez
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2011-10-17 08:33
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And it works with any other build? |
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(0002259)
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Dusk
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2011-10-17 09:49
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This build here /introduced/ +DONTSEEKINVISIBLE, though Revenant tracers home in fine with r3299. |
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(0002263)
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Gez
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2011-10-17 21:05
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> Test run part 2: +DONTSEEKINVISIBLE is broken.
I'm pretty sure that this is a ZDoom bug fixed in ZDoom revision 2501 (fixed: AActor::CanSeek had the check for the visibility of the target actor's alpha reversed.). But when the flag is not used everything works fine, right? |
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BTW: What's the verdict on the THRUSPECIES/THRUACTORS bug fix Gez proposed? |
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(0002317)
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Dusk
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2011-12-04 02:03
(edited on: 2011-12-04 02:04) |
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I tested this with Decay:
> I'm pretty sure that this is a ZDoom bug fixed in ZDoom revision 2501 (fixed: AActor::CanSeek had the check for the visibility of the target actor's alpha reversed.).
For what it's worth, it does not home even if the player is invisible.
> But when the flag is not used everything works fine, right?
Right. Only when +DONTSEEKINVISIBLE is given the projectile never homes.
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Alright, I'll see eventually if backporting the ZDoom fix will fix DONTSEEKINVISIBLE anyway.
What's more important to know right now though if whether Gez's fix for the platform issue works and whether it breaks anything else. |
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Since the testing team reported that Gez's fix works and doesn't immediately seem to break anything, I added it to our repo.
I also backported the fix from ZDoom 2501 I mentioned earlier. Please test this binary to check whether it fixes the problems with DONTSEEKINVISIBLE. |
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(0002438)
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Dusk
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2012-01-15 19:48
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+DONTSEEKINVISIBLE fix works.
Initial spawn can cause telefrags, however normal teleporting works properly. |
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> Initial spawn can cause telefrags, however normal teleporting works properly.
Is that any different in ZDoom? |
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(0002445)
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Dusk
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2012-01-15 20:26
(edited on: 2012-01-15 20:28) |
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> Is that any different in ZDoom?
In ZDoom, spawning does not telefrag with +THRUSPECIES. It seems that Skulltag ignores damagefactor Telefrag when calculating spawning... the test wad has damagefactor Telefrag, 0 to make would-be telefrags harmless.
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> In ZDoom, spawning does not telefrag with +THRUSPECIES.
In general or just if you use damagefactor Telefrag 0? If it's the latter, this has nothing to do with THRUSPECIES itself. If Skulltag is different from ZDoom here, then because it uses a different damage type for spawn telefragging, i.e. SpawnTelefrag instead of Telefrag. Whether it's a good idea to deviate from ZDoom here is a different question... |
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(0002452)
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Dusk
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2012-01-15 21:13
(edited on: 2012-01-15 21:14) |
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> In general or just if you use damagefactor Telefrag 0? If it's the latter, this has nothing to do with THRUSPECIES itself.
In Skulltag, if damagefactor Telefrag 0 is not present, telefrags will always happen, regardless of +THRUSPECIES. Further testing indicates that damagefactor SpawnTelefrag 0 fixes the issue of spawns causing telefrags. Looks pretty much resolved to me.
I don't think the team is ready for another ZDoom test too soon. :P
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Alright, then let's consider this to be resolved :). |
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