Anonymous | Login | Signup for a new account | 2024-04-24 11:01 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 | ||||
0001608 | Zandronum | [All Projects] Bug | public | 2013-12-08 21:02 | 2022-10-14 03:54 | ||||
Reporter | TerminusEst13 | ||||||||
Assigned To | Dusk | ||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||
Status | closed | Resolution | duplicate | ||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||
Product Version | 1.2 | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0001608: Swapping player classes on Unloading/Intermission screen does not reset inventory. | ||||||||
Description | When changing class via Player Setup, you're supposed to lose all your inventory and start afresh with new stuff, right? When done between maps on the Unloading screen, it...doesn't. So you spawn as the new class with the old inventory intact. This is especially a pain in the ass for class-based mods (like Samsara) because it spawns you as the class with all the visual enhancements (new hud, sprites, sounds) and stats (damagefactors/resistances/etc), but the weapons and items from the previous class are still in your arsenal. So you can play as Parias with his massive explosive resistance and speed while using Duke Nukem's explosive-heavy arsenal. | ||||||||
Steps To Reproduce | 1: Load class mod online (Like Samsara :D :D) 2: Go play a level with one class, pick up weapons and stuff 3: On intermission screen, go to Player Setup and change to another class before the next level loads. 4: If you're (un)lucky, you'll spawn in the next level with your new class using the old class' weapons. | ||||||||
Additional Information | verified by Dusk, screenshot is his | ||||||||
Attached Files | Screenshot_Doom_20131208_214634.png [^] (77,682 bytes) 2013-12-08 21:02
| ||||||||
Relationships | ||||||
|
Notes | |
(0007689) Dusk (developer) 2013-12-08 21:38 |
It seems there was a workaround to preventing this from happening. p_mobj.cpp:4746:
It seems the player class isn't supposed to change over map changes but it does. I don't really know how to handle this. What exactly are these PST_* constants? First thing that comes to my mind would be something like
|
(0007700) Torr Samaho (administrator) 2013-12-15 20:32 |
For the sake of completeness, here are some comments on what the PST_* constants are meant to do:
|
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
|
Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
Issue History | |||
Date Modified | Username | Field | Change |
2013-12-08 21:02 | TerminusEst13 | New Issue | |
2013-12-08 21:02 | TerminusEst13 | File Added: Screenshot_Doom_20131208_214634.png | |
2013-12-08 21:02 | Dusk | Assigned To | => Dusk |
2013-12-08 21:02 | Dusk | Status | new => assigned |
2013-12-08 21:03 | Dusk | Reproducibility | sometimes => always |
2013-12-08 21:38 | Dusk | Note Added: 0007689 | |
2013-12-15 20:32 | Torr Samaho | Note Added: 0007700 | |
2019-06-04 21:54 | Dusk | Status | assigned => new |
2022-10-14 03:54 | WaTaKiD | Relationship added | duplicate of 0001313 |
2022-10-14 03:54 | WaTaKiD | Status | new => closed |
2022-10-14 03:54 | WaTaKiD | Resolution | open => duplicate |
Copyright © 2000 - 2024 MantisBT Team |