Anonymous | Login | Signup for a new account | 2025-06-17 21:09 UTC | ![]() |
My View | View Issues | Change Log | Roadmap | Zandronum Issue Support Ranking | Rules | My Account |
View Issue Details [ Jump to Notes ] | [ Issue History ] [ Print ] | ||||||||||||
ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0001284 | Zandronum | [All Projects] Bug | public | 2013-02-19 13:53 | 2021-10-07 23:41 | ||||||||
Reporter | __Lagger__ | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | feature | Reproducibility | always | ||||||||
Status | confirmed | Resolution | open | ||||||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||||||
Product Version | 1.0 | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0001284: Voodoo doll issues: immune and invisible, sometimes no dolls at all. | ||||||||||||
Description | Voodoo doll seems to work fine in Zandronum single player and problems described below will not arise. However... When setting up a server/client system, the doll becomes invisible. Dolls won't telefrag each other and they won't die when they teleport into a set of barrels. The dolls don't get any damage, not even when shooting them. As a result, the player doesn't get damaged either. This behavior is incorrect. It would be nice to have Zandronum act the same way in multiplayer as it does in single player. Could this be fixed? Also dolls do not appear at all when a client disconnects from a server and starts playing a single player game as described below at reproduce. | ||||||||||||
Steps To Reproduce | Reproduce immune/invisible problem: Play any wad in which a doll receives damage. Famous example: tnt.wad map30. Run into the maze and get teleported into the voodoo doll: you will get stuck, instead of killing your doll/yourself. Reproduce no dolls at all: - Join online survival game which uses dolls - Open console - Type map map## --> No dolls | ||||||||||||
Additional Information | Very similar issues occur with Zandronum v1.1 (130120). Though not exactly, the dolls are still broken in a mostly the same way. | ||||||||||||
Attached Files | |||||||||||||
![]() |
|
Dusk (developer) 2013-02-19 14:39 |
TNT MAP30 voodoo-doll trap confirmed broken online, the doll doesn't get telefragged when the player teleports over it. |
Ivan (reporter) 2013-02-19 15:42 |
This was broken before Zandronum. I remember playing and getting stuck back then. |
Torr Samaho (administrator) 2013-02-20 22:08 |
Vanilla Doom's voodoo doll system is incompatible with in-game joining by design. Nevertheless I added a system quite a while ago that emulates part of the voodoo doll system. Thus, when in-game joining is used, some problems are inevitable. This part of the changelog gives a hint on how to use the system:Quote For the most complete Voodoo doll support, you have to play the map in survival (which removes in game joining), set sv_coopunassignedvoodoodolls to false and make sure that you only use the first n player slots where n is the number of players the map author created the voodoo dolls for. |
__Lagger__ (reporter) 2013-02-22 14:59 |
Thanks, the sv_coopunassignedvoodoodolls false setting "fixed" the immune problem. Looks like TNT map 30 works fine after all! I never realised what unassigned voodoo dolls meant. So I just tried it with 2 players and found out: sv_unassignedvoodoodolls false - Voodoo doll 1 picks up item - Player 1 gets same item - Player 2-64 get nothing - Voodoo doll 1 gets damage - Player 1 gets same damage - Player 2-64 get no damage sv_unassignedvoodoodolls true - Voodoo doll 1 picks up item - Player 1 gets same item - Player 2-64 get the same item too - Voodoo doll 1 cannot get damaged - Player 1 won't get damaged - Player 2-64 neither The obvious suggestion: is it possible to make all players get damaged by the doll when sv_coopunassignedvoodoodolls true? I really like the unassigned voodoo dolls feature for games >4 players. As for coop play (TNT map30 puzzle): when the player dies, the doll could automatically respawn? sv_coopvoodoodollsrespawn for compatibility? And perhaps a variable like sv_coopvoodoodollsgetteamdamage could be used to prevent accidents/trolling? Maybe I just ask too much now. |
Only registered users can voice their support. Click here to register, or here to log in. | |
Supporters: | WaTaKiD |
Opponents: | No one explicitly opposes this issue yet. |
![]() |
|||
Date Modified | Username | Field | Change |
2013-02-19 13:53 | __Lagger__ | New Issue | |
2013-02-19 14:39 | Dusk | Note Added: 0006052 | |
2013-02-19 14:39 | Dusk | Status | new => confirmed |
2013-02-19 15:42 | Ivan | Note Added: 0006054 | |
2013-02-20 22:08 | Torr Samaho | Note Added: 0006056 | |
2013-02-22 14:59 | __Lagger__ | Note Added: 0006059 |
Copyright © 2000 - 2025 MantisBT Team |