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IDProjectCategoryView StatusDate SubmittedLast Update
0001080Zandronum[All Projects] Bugpublic2012-09-27 19:502018-09-30 20:21
ReporterLlewellyn 
Assigned ToTorr Samaho 
PrioritylowSeverityfeatureReproducibilityalways
StatusclosedResolutionfixed 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version1.0 
Target Version1.1Fixed in Version1.1 
Summary0001080: Allow Terminator/Hellstone to be replaced via Decorate
DescriptionI was making a wad that replaces the Terminator sphere, and currently the respawn is hardcoded.
You die and drop the replaced actor, but it doesn't replace the initial respawn or the respawn after it sits on the ground too long.
Steps To ReproduceStart a Terminator game with the included example wad
The terminator will be normal, pick it up then die, it will be a soulsphere
Attached Files? file icon SOULTERM.wad [^] (193 bytes) 2012-09-27 19:50

- Relationships

-  Notes
User avatar (0004867)
Torr Samaho (administrator)
2012-09-30 09:18

This should fix the issue. Of course you have to use a proper replacement, otherwise the game mode will break.
User avatar (0004874)
unknownna (updater)
2012-09-30 10:30

It seems to work as intended. The icons still use the hard-coded sprites though. You can replaces the sprites, but it seems that you cannot replace the FloatyIcon actor. And it seems that you can't replace the skull (BlueSkullST/RedSkullST) actors in the Skulltag game mode.
User avatar (0004921)
Llewellyn (reporter)
2012-10-03 00:49

The default skulltag gamemodes use RedSkull and Blueskull not RedSkullST and BlueSkullST
User avatar (0004928)
Torr Samaho (administrator)
2012-10-03 15:53

Quote from unknownna
It seems to work as intended. The icons still use the hard-coded sprites though. You can replaces the sprites, but it seems that you cannot replace the FloatyIcon actor.
Actually this was never designed for replacements, so I'd call the remaining things missing features.

Quote from unknownna
And it seems that you can't replace the skull (BlueSkullST/RedSkullST) actors in the Skulltag game mode.
The skulls are not meant to be replaced via DECORATE but with the TEAMINFO lump by specifying a different SkullItem in there.

Quote from Llewellyn

The default skulltag gamemodes use RedSkull and Blueskull not RedSkullST and BlueSkullST
Not as far as I know. There is some special code though that will automatically replace map spawned RedSkull and Blueskull actors in the Skulltag gamemode by the actors defined as SkullItem in the TEAMINFO lump. Nevertheless, Skulltag maps should work if you directly place the specified SkullItem actors on the map.
User avatar (0004970)
Llewellyn (reporter)
2012-10-05 19:43
edited on: 2012-10-05 19:45

I had to replace BlueSkull and RedSkull instead of RedSkullST/BlueSkullST in Decorate for it to work. (Wasn't using TEAMINFO lump.)
(PS. Any way we can get compatability for multi-team Skulltag? It seems like it was coded in at one point and left without being complete? The score pillars currently take the actor properties 0-Blue 1-Red 2-All but there are no team 3/4.

User avatar (0004971)
Torr Samaho (administrator)
2012-10-05 19:54
edited on: 2012-10-05 19:55

Quote from Llewellyn
Any way we can get compatability for multi-team Skulltag? It seems like it was coded in at one point and left without being complete? The score pillars currently take the actor properties 0-Blue 1-Red 2-All but there are no team 3/4.
Please open a new tick for this and include a 3 way Skulltag example map (with missing stuff replaced by dummies in case things necessary for the third team are not implemented).

User avatar (0006242)
Arco (updater)
2013-04-06 03:17

V1.1 does not conform that this was fixed, as the Terminator's effects in the example are still there.
User avatar (0006246)
Balrog (reporter)
2013-04-06 13:44

I'd just like to bring up'http://zandronum.com/tracker/view.php?id=985 [^]' as a related ticket. (Yes, it doesn't make much sense; that's why I don't submit tickets first thing in the morning anymore.)
User avatar (0006257)
Torr Samaho (administrator)
2013-04-06 18:58

Quote from Arco
V1.1 does not conform that this was fixed, as the Terminator's effects in the example are still there.

Seems to work fine for me. Please report exactly what's happening and what you think should happen instead.
User avatar (0006259)
Arco (updater)
2013-04-06 19:56

When I picked up the Terminator, I assumed that it was supposed to have the Soulsphere's attributes. I killed myself, picked up the Terminator again, and it still was the same thing.
User avatar (0006260)
Torr Samaho (administrator)
2013-04-06 20:25

SOULTERM.wad just replaces the pickup sprite, none of the effects of the sphere are changed.

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- Issue History
Date Modified Username Field Change
2012-09-27 19:50 Llewellyn New Issue
2012-09-27 19:50 Llewellyn File Added: SOULTERM.wad
2012-09-30 09:18 Torr Samaho Note Added: 0004867
2012-09-30 09:19 Torr Samaho Assigned To => Torr Samaho
2012-09-30 09:19 Torr Samaho Status new => needs testing
2012-09-30 10:30 unknownna Note Added: 0004874
2012-10-03 00:49 Llewellyn Note Added: 0004921
2012-10-03 15:53 Torr Samaho Note Added: 0004928
2012-10-05 19:43 Llewellyn Note Added: 0004970
2012-10-05 19:45 Llewellyn Note Edited: 0004970 View Revisions
2012-10-05 19:54 Torr Samaho Note Added: 0004971
2012-10-05 19:55 Torr Samaho Note Edited: 0004971 View Revisions
2012-10-05 19:55 Torr Samaho Note Revision Dropped: 4971: 0002706
2013-01-09 23:21 Dusk Target Version => 1.1
2013-04-06 03:17 Arco Note Added: 0006242
2013-04-06 10:00 Dusk Status needs testing => assigned
2013-04-06 13:44 Balrog Note Added: 0006246
2013-04-06 18:58 Torr Samaho Note Added: 0006257
2013-04-06 19:56 Arco Note Added: 0006259
2013-04-06 20:25 Torr Samaho Note Added: 0006260
2013-04-07 00:01 Dusk Status assigned => resolved
2013-04-07 00:01 Dusk Fixed in Version => 1.1
2013-04-07 00:01 Dusk Resolution open => fixed
2018-09-30 20:21 Blzut3 Status resolved => closed






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