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(0000213)
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Frits
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2010-10-02 15:02
(edited on: 2010-10-02 15:13) |
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My fault it's only in multiplayer.
And it happens a lot but not always, you can stand in front of it and it won't be able to hit you.
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(0000217)
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Edward-san
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2010-10-02 19:41
(edited on: 2010-10-02 19:42) |
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Confirmed, I've seen this in zdoom wars: when an alcolyte shoots at you, the projectiles hit you but doesn't cause you damage at the beginning. But after some time it causes you normal damage.
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I just tried this online on Vanilla Doom map20 and everything worked fine. Who can reproduce this and under which circumstances?
Regarding, ZDoom Wars: I have no idea if this is a ZDoom Wars bug or not. If you think it's a Skulltag bug, make a minimal example wad that allows to reproduce the problem. |
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i just uploaded a demo of the bug, seems the mastermind is shooting too high, sergeant have a similar bug aswell. |
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Can you tell me the approximate time in the demo when this happens?
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about 3 mins in (at the end of the map) sorry should of said. |
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(0000244)
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unknownna
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2010-10-03 14:28
(edited on: 2010-10-03 14:30) |
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The ZDWars unique DECORATE versions of the Doom monsters are different from the originals.
Looking at the code, it's commented:
//Spider Mastermind modified to be w/o hitscan attack
The hitscans are fast-projectiles spawned from 'A_CustomMissile', which then spawn visual bulletpuffs (no bulletpuff damage) at death.
The issue with projectiles exploding, but not dealing any damage has AFAIK, been fixed and will be working properly in 98d.
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i found out what causes this, it's when sv_smartaim is set to 3. it effects chaingunners aswell when they're on a platform above or below you. |
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> it's when sv_smartaim is set to 3.
That could be the key! Can somebody make a small example wad so that I can reproduce this issue easily? |
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(0001327)
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unknownna
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2011-04-10 15:51
(edited on: 2011-04-10 15:59) |
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Yeah, I think you're right. This binary contains the fix from ZDoom 1656 and should fix the issue. |
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> This binary contains the fix from ZDoom 1656 and should fix the issue.
It fixed that particular issue.
> My fault it's only in multiplayer.
And it happens a lot but not always, you can stand in front of it and it won't be able to hit you.
If true, this sounds like a separate issue. |
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Can somebody confirm that
> My fault it's only in multiplayer. And it happens a lot but not always, you can stand in front of it and it won't be able to hit you.
happens? |
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> My fault it's only in multiplayer. And it happens a lot but not always, you can stand in front of it and it won't be able to hit you.
It's the same issue. It happens when sv_smartaim is set to 3. But it also happens offline. It's fixed now.
> Confirmed, I've seen this in zdoom wars: when an alcolyte shoots at you, the projectiles hit you but doesn't cause you damage at the beginning. But after some time it causes you normal damage.
It happens when your player body is spawned, even if sv_norespawninvul is set to 1. I wonder if the ACS scripts are causing this behavior to occur.
On a side note, I noticed that a monster's (zinquisitor) gibs (ZInquisitorArm) don't get removed during a map reset online. I'm currently making an example WAD. |
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(0001357)
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Edward-san
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2011-04-12 09:19
(edited on: 2011-04-12 10:30) |
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> Confirmed, I've seen this in zdoom wars: when an alcolyte shoots at you, the projectiles hit you but doesn't cause you damage at the beginning. But after some time it causes you normal damage.
My bad. I've discovered that the Doom class has an armor which absorbs all the attacks, but if the player loses the armor (the attacks decrease the armor bonus), he'll be hurt as well. I don't know the other classes' behavior, but I'm sure it doesn't happen for them.
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> My bad. I've discovered that the Doom class has an armor which absorbs all the attacks, but if the player loses the armor (the attacks decrease the armor bonus), he'll be hurt as well. I don't know the other classes' behavior, but I'm sure it doesn't happen for them.
Alright, we can probably mark this ticket as resolved then.
> On a side note, I noticed that a monster's (zinquisitor) gibs (ZInquisitorArm) don't get removed during a map reset online. I'm currently making an example WAD.
This is a separate issue:
Client-side Actors On Map Reset |
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> Alright, we can probably mark this ticket as resolved then.
I agree. |
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