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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0001983 | Zandronum | [All Projects] Bug | public | 2014-11-02 21:57 | 2015-01-03 22:12 | ||||
Reporter | arkore | ||||||||
Assigned To | |||||||||
Priority | high | Severity | major | Reproducibility | always | ||||
Status | closed | Resolution | invalid | ||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||
Product Version | 2.0-beta | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0001983: weapon missing after teleporting within a hub, due to player destinations placed on top of items. | ||||||||
Description | for example, in Bosses from Hell, when teleporting from hub02 to hub01, player automatically picks up ammo despite that the player is already full of ammo. | ||||||||
Steps To Reproduce | teleport from one map to another (in a hub systme) where the player destination is on top of an item in the destination map. | ||||||||
Additional Information | Player destinations are on top of items, such as ammo for example. Bug 2: as a result of bug 1, your weapon no longer shows on screen and can no longer fire--until 5-20 seconds has passed, or until any item respawns. Bug 3: as a result of bug 2, holding down fire (while weapon is missing), and once weapon shows up, you will fire without any indication (on hud) of ammo being lost--as well, bfg firing sfx is muted as well. | ||||||||
Attached Files | |||||||||
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arkore (reporter) 2014-11-02 22:21 |
Note: This occurs in offline mode as well, however, bug 2 and 3 do not occur anymore in offline mode. |
arkore (reporter) 2014-11-02 22:53 |
Unable to test in gzdoom 1.5.03, due to error: Script error, "skulltag_actors_2-0.pk3:actors/skulltagmisc.txt" line 16: Invalid state parameter a_faceconsoleplayer I also tried previous versions of skulltag_actors, but also get a "a_faceconsoleplayer" error. I tried without skulltag_actors, but then get an error with skulltag_data. So, I don't think this is possible. Bosses from Hell requires these skulltag pk3 files. |
arkore (reporter) 2014-11-03 02:33 |
I was able to get this working in gzdoom 1.5.03 now, and can confirm that the bug does not occur in gzdoom 1.5.03 |
Torr Samaho (administrator) 2015-01-02 14:31 |
Can somebody create a minimal example wad that works with GZDoom? Also please test GZDoom 900, which is what the current Zandronum 2.0 betas are based on. |
arkore (reporter) 2015-01-03 22:06 |
I created a minimal test wad, and cannot reproduce this issue. Keep in mind though, my environment is different, as I'm testing now locally with "some" zan2.0 build, rather testing online at the official test servers. Should note, that ammo is still being picked up upon arrival (spawn) from teleporting from a hub if the spawnpoint is on top of ammo, even though the player has full ammo. A bug, but not a game breaking one that anyone would really complain about. Please close this ticket. |
Dusk (developer) 2015-01-03 22:12 |
Without a testcase there isn't much to go by here, so might as well... |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
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Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
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Date Modified | Username | Field | Change |
2014-11-02 21:57 | arkore | New Issue | |
2014-11-02 22:21 | arkore | Note Added: 0010802 | |
2014-11-02 22:53 | arkore | Note Added: 0010803 | |
2014-11-03 02:33 | arkore | Note Added: 0010807 | |
2015-01-02 14:31 | Torr Samaho | Note Added: 0011216 | |
2015-01-02 14:31 | Torr Samaho | Status | new => feedback |
2015-01-03 21:20 | Dusk | Relationship added | related to 0000829 |
2015-01-03 22:06 | arkore | Note Added: 0011254 | |
2015-01-03 22:06 | arkore | Status | feedback => new |
2015-01-03 22:12 | Dusk | Note Added: 0011255 | |
2015-01-03 22:12 | Dusk | Status | new => closed |
2015-01-03 22:12 | Dusk | Resolution | open => invalid |
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