MantisBT - Zandronum |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0000998 | Zandronum | [All Projects] Bug | public | 2012-08-29 15:08 | 2018-09-30 21:26 |
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Reporter | Dusk | |
Assigned To | Dusk | |
Priority | normal | Severity | minor | Reproducibility | always |
Status | closed | Resolution | fixed | |
Platform | | OS | | OS Version | |
Product Version | 1.0 | |
Target Version | | Fixed in Version | 1.1 | |
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Summary | 0000998: Attached midtextures aren't reset properly |
Description | 3d midtextures attached to a sector do not get their heights reset properly during map resets. Can be reproduced offline. |
Steps To Reproduce | 1. Load up example wad. The brown window midtexture is attached to a control sector off the scene.
2. Hit the small switch beside the brown midtexture to elevate the midtexture off the blue base.
3. Hit the blue skull switch to reset the map. The midtexture remains elevated. |
Additional Information | |
Tags | No tags attached. |
Relationships | |
Attached Files | AttachMidtexTest.zip (8,151) 2012-08-29 15:08 /tracker/file_download.php?file_id=687&type=bug |
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Issue History |
Date Modified | Username | Field | Change |
2012-08-29 15:08 | Dusk | New Issue | |
2012-08-29 15:08 | Dusk | File Added: AttachMidtexTest.zip | |
2012-08-29 15:10 | Dusk | Steps to Reproduce Updated | bug_revision_view_page.php?rev_id=2461#r2461 |
2012-08-29 23:46 | Dusk | Assigned To | => Dusk |
2012-08-29 23:46 | Dusk | Status | new => assigned |
2012-08-30 01:33 | Dusk | Note Added: 0004510 | |
2012-08-30 01:33 | Dusk | Status | assigned => needs review |
2012-08-30 01:35 | Dusk | Note Deleted: 0004510 | |
2012-08-30 01:35 | Dusk | Status | needs review => assigned |
2012-08-30 02:38 | Dusk | Note Added: 0004511 | |
2012-08-30 02:38 | Dusk | Status | assigned => needs review |
2012-09-01 09:31 | Torr Samaho | Note Added: 0004536 | |
2012-09-01 12:05 | Dusk | Status | needs review => assigned |
2012-09-01 16:48 | Dusk | Note Added: 0004554 | |
2012-09-01 16:48 | Dusk | Status | assigned => needs review |
2012-09-02 15:12 | Torr Samaho | Note Added: 0004571 | |
2012-09-02 15:12 | Torr Samaho | Status | needs review => needs testing |
2012-09-23 17:26 | Watermelon | Note Added: 0004758 | |
2012-09-23 18:30 | Torr Samaho | Note Added: 0004765 | |
2012-09-23 20:04 | unknownna | Note Added: 0004777 | |
2012-09-23 20:15 | Torr Samaho | Status | needs testing => resolved |
2012-09-23 20:15 | Torr Samaho | Fixed in Version | => 1.1 |
2012-09-23 20:15 | Torr Samaho | Resolution | open => fixed |
2018-09-30 21:26 | Blzut3 | Status | resolved => closed |
Notes |
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(0004511)
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Dusk
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2012-08-30 02:38
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Some comments:
- g_game.cpp + p_setup.cpp + p_udmf.cpp: I think it's safer to check whether e is NULL before using it
- p_saveg.cpp: Please mark the changes with comments
- g_game.cpp: trailing tabs ;)
- zandronum-history.txt: "Skulltag Version History.txt" has the latest version on top and I think we should keep this pattern in Zandronum. Most likely I will commit a change to zandronum-history.txt soon and use the old pattern. |
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(0004554)
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Dusk
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2012-09-01 16:48
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Pulled. I also noticed that it won't hurt to add another small NULL pointer check and added it in a separate commit. |
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Is there a downloadable build to test this with? |
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It seems to work as intended. |
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