MantisBT - Zandronum |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0000761 | Zandronum | [All Projects] Bug | public | 2012-04-10 13:00 | 2012-04-10 23:11 |
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Reporter | Qent | |
Assigned To | | |
Priority | normal | Severity | major | Reproducibility | always |
Status | closed | Resolution | no change required | |
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 |
Product Version | | |
Target Version | | Fixed in Version | | |
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Summary | 0000761: [120405-0228] Monsters cannot open doors in UDMF |
Description | The "When monster presses use" flag in UDMF doesn't work. |
Steps To Reproduce | In the example WADs, fire a shot without opening the door. The imp should wake up and open the door to get to you. In DiH it does; in UDMF it doesn't. |
Additional Information | |
Tags | No tags attached. |
Relationships | |
Attached Files | doortest.zip (2,090) 2012-04-10 13:00 /tracker/file_download.php?file_id=528&type=bug
doortest_udmfed.wad (5,536) 2012-04-10 13:51 /tracker/file_download.php?file_id=529&type=bug |
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Issue History |
Date Modified | Username | Field | Change |
2012-04-10 13:00 | Qent | New Issue | |
2012-04-10 13:00 | Qent | File Added: doortest.zip | |
2012-04-10 13:38 | Edward-san | Note Added: 0003196 | |
2012-04-10 13:51 | Edward-san | File Added: doortest_udmfed.wad | |
2012-04-10 13:52 | Edward-san | Note Edited: 0003196 | bug_revision_view_page.php?bugnote_id=3196#r1686 |
2012-04-10 13:55 | Edward-san | Note Edited: 0003196 | bug_revision_view_page.php?bugnote_id=3196#r1687 |
2012-04-10 13:57 | Edward-san | Note Edited: 0003196 | bug_revision_view_page.php?bugnote_id=3196#r1688 |
2012-04-10 14:07 | Qent | Note Added: 0003197 | |
2012-04-10 14:15 | Edward-san | Note Added: 0003198 | |
2012-04-10 14:17 | Edward-san | Note Edited: 0003198 | bug_revision_view_page.php?bugnote_id=3198#r1690 |
2012-04-10 14:18 | Edward-san | Note Edited: 0003198 | bug_revision_view_page.php?bugnote_id=3198#r1691 |
2012-04-10 14:33 | Edward-san | Note Edited: 0003198 | bug_revision_view_page.php?bugnote_id=3198#r1692 |
2012-04-10 14:40 | Qent | Note Added: 0003199 | |
2012-04-10 14:40 | Qent | Note Edited: 0003199 | bug_revision_view_page.php?bugnote_id=3199#r1694 |
2012-04-10 14:41 | Qent | Note Edited: 0003199 | bug_revision_view_page.php?bugnote_id=3199#r1695 |
2012-04-10 19:55 | TIHan | Status | new => closed |
2012-04-10 19:55 | TIHan | Assigned To | => TIHan |
2012-04-10 19:55 | TIHan | Resolution | open => no change required |
2012-04-10 23:11 | Torr Samaho | Assigned To | TIHan => |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
Notes |
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(0003196)
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Edward-san
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2012-04-10 13:38
(edited on: 2012-04-10 13:57) |
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(0003197)
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Qent
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2012-04-10 14:07
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Ah, no I didn't. It's fixed in the Invasion maps now.
But the example WAD was not converted from DiH, and the flag still doesn't work. According to the ZDoom wiki it should, right? |
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(0003198)
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Edward-san
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2012-04-10 14:15
(edited on: 2012-04-10 14:33) |
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I'm not sure what are you talking about.
[edit]Hmm, apparently that property is needed no matter if the map was converted or not.
[edit2]Hence wiki doesn't say that, so it can not work there.
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(0003199)
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Qent
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2012-04-10 14:40
(edited on: 2012-04-10 14:41) |
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"For new maps it is strongly recommended to use [strictmonsteractivation] and control this yourself with the 'monsters can activate' flag in your maps."
That wouldn't make much sense unless the "monsteruse" flag worked for doors. But apparently it doesn't work in ZDoom either, so this should be closed.
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