MantisBT - Zandronum |
View Issue Details |
|
ID | Project | Category | View Status | Date Submitted | Last Update |
0000673 | Zandronum | [All Projects] Bug | public | 2012-02-14 18:17 | 2018-09-30 19:55 |
|
Reporter | cq75 | |
Assigned To | Torr Samaho | |
Priority | normal | Severity | major | Reproducibility | always |
Status | closed | Resolution | fixed | |
Platform | Linux | OS | Ubuntu | OS Version | 10.04 x86 |
Product Version | 98d | |
Target Version | | Fixed in Version | 1.0 | |
|
Summary | 0000673: Damaging floors created in TERRAIN don't kill the player |
Description | If you make a damaging sector in TERRAIN (the demon face texture in the example wad) it will damage the player down to 0 health, but the player will continue to walk around with no weapons and 0 health.
The player can continue to stand in the damaging sector indefinitely. If something other than the damaging sector hurts the player, the player dies sometimes, but not every time.
By contrast, the flashing lava sector (damages using a sector special) works as expected.
This bug only happens online. It occurs both in 98D and r3299
Also, the TERRAIN damage rate for the damaging floor is not the same as it is offline.
|
Steps To Reproduce | Start a server with the example wad
Stand on the demon face sector
You will go down to 0 health, and not die. |
Additional Information | |
Tags | No tags attached. |
Relationships | |
Attached Files | terrain_damagebugtest_MAP01.wad (8,754) 2012-02-14 18:17 /tracker/file_download.php?file_id=459&type=bug |
|
Issue History |
Date Modified | Username | Field | Change |
2012-02-14 18:17 | cq75 | New Issue | |
2012-02-14 18:17 | cq75 | File Added: terrain_damagebugtest_MAP01.wad | |
2012-02-14 18:20 | Edward-san | Note Added: 0002599 | |
2012-02-14 18:22 | Edward-san | Note Edited: 0002599 | bug_revision_view_page.php?bugnote_id=2599#r1306 |
2012-02-14 19:34 | cq75 | Note Added: 0002600 | |
2012-02-14 20:02 | cq75 | Note Added: 0002601 | |
2012-02-14 20:02 | cq75 | Note Edited: 0002601 | bug_revision_view_page.php?bugnote_id=2601#r1308 |
2012-02-15 06:51 | Dusk | Note Added: 0002603 | |
2012-02-15 06:52 | Dusk | Note Edited: 0002603 | bug_revision_view_page.php?bugnote_id=2603#r1310 |
2012-02-15 06:52 | Dusk | Note Edited: 0002603 | bug_revision_view_page.php?bugnote_id=2603#r1311 |
2012-02-15 06:53 | Dusk | Note Edited: 0002603 | bug_revision_view_page.php?bugnote_id=2603#r1312 |
2012-02-15 06:53 | Dusk | Note Edited: 0002603 | bug_revision_view_page.php?bugnote_id=2603#r1313 |
2012-02-15 06:53 | Dusk | Note Edited: 0002603 | bug_revision_view_page.php?bugnote_id=2603#r1314 |
2012-02-15 06:54 | Dusk | Note Edited: 0002603 | bug_revision_view_page.php?bugnote_id=2603#r1315 |
2012-02-15 20:38 | cq75 | Note Added: 0002607 | |
2012-02-16 02:11 | Torr Samaho | Note Added: 0002610 | |
2012-02-16 02:11 | Torr Samaho | Note Edited: 0002610 | bug_revision_view_page.php?bugnote_id=2610#r1319 |
2012-02-16 02:18 | Dusk | Note Added: 0002612 | |
2012-02-16 02:19 | Torr Samaho | Note Edited: 0002610 | bug_revision_view_page.php?bugnote_id=2610#r1320 |
2012-02-16 02:19 | Torr Samaho | Note Edited: 0002610 | bug_revision_view_page.php?bugnote_id=2610#r1321 |
2012-02-16 02:20 | Torr Samaho | Note Added: 0002613 | |
2012-02-16 02:27 | Dusk | Note Added: 0002614 | |
2012-02-16 02:42 | Torr Samaho | Note Added: 0002615 | |
2012-02-16 02:42 | Torr Samaho | Status | new => resolved |
2012-02-16 02:42 | Torr Samaho | Fixed in Version | => 1.0 |
2012-02-16 02:42 | Torr Samaho | Resolution | open => fixed |
2012-02-16 02:42 | Torr Samaho | Assigned To | => Torr Samaho |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
2018-09-30 19:55 | Blzut3 | Status | resolved => closed |
Notes |
|
(0002599)
|
Edward-san
|
2012-02-14 18:20
(edited on: 2012-02-14 18:22) |
|
Can you reproduce this in ZDoom svn r1551 and in latest ZDoom svn, both in single player and in multiplayer mode?
|
|
|
(0002600)
|
cq75
|
2012-02-14 19:34
|
|
I'll try that and report back. |
|
|
(0002601)
|
cq75
|
2012-02-14 20:02
|
|
in single player the bug is not present in either Skulltag or zDoom.
The bug does not happen in multiplayer zDoom.
|
|
|
(0002603)
|
Dusk
|
2012-02-15 06:51
(edited on: 2012-02-15 06:54) |
|
I looked into this and it seems that the client applies TERRAIN damage on its own. If the client thinks the health drops to 0, the weapon will fall down albeit he won't actually die since he still really has health left.
I found the culprit at p_spec.cpp. It works on my end now:
'https://bitbucket.org/CrimsonDusk/notebola/changeset/4f085a8d3dad [^]'
|
|
|
(0002607)
|
cq75
|
2012-02-15 20:38
|
|
|
|
(0002610)
|
Torr Samaho
|
2012-02-16 02:11
(edited on: 2012-02-16 02:19) |
|
The fix looks good, you should check ( NETWORK_InClientMode() == false ) instead of ( NETWORK_GetState() != NETSTATE_CLIENT ) though. Otherwise you will get problems when playing demos.
|
|
|
(0002612)
|
Dusk
|
2012-02-16 02:18
|
|
|
|
|
Looks good.
BTW: With which nick would you like to be mentioned in "Skulltag Version History.txt" when I port the fix to Skulltag? |
|
|
(0002614)
|
Dusk
|
2012-02-16 02:27
|
|
Just call me Dusk. Nightfall's an old nick I stopped using a long time ago. Crimson Dusk is longer version I use outside Skulltag. |
|
|
|
I added your fix to Skulltag. Note that I intentionally didn't port the extra tabs you added in the empty line above the comment and put extra brackets around the InClientMode check. Although the brackets are not necessary, I think it's easier to read with brackets. And in case you are wondering why I didn't put extra brackets around the existing ZDoom ironfeet check ;), I try to deviate from the ZDoom code only if absolutely necessary. Makes porting things easier. |
|