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IDProjectCategoryView StatusDate SubmittedLast Update
0000201Zandronum[All Projects] Bugpublic2010-11-18 03:282018-09-30 19:56
ReporterAnonymous 
Assigned ToTorr Samaho 
PrioritynoneSeverityminorReproducibilityalways
StatusclosedResolutionfixed 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version98d 
Target VersionFixed in Version1.0 
Summary0000201: Grenade explosion when timer runs out does not have any transparency
DescriptionWhile the three bounce death for the grenade actor gives off the normal DEHEXPLOSION transparency. The Mushroom state cause by the timer of the grenade running out does not count as a death state and thus is missing the transparent effects that are applied to the sprites.
Steps To ReproduceSimply fire off a grenade in a way in which it explodes due to the grenade timer running out instead of it bouncing three times.
Attached Files

- Relationships
related to 0000372closedTorr Samaho Shooting Grenades on Barrels make them act weird 

-  Notes
User avatar (0000632)
unknownna (updater)
2010-11-25 02:02

Confirmed. The bug doesn't occur in 98c.
User avatar (0000995)
Torr Samaho (administrator)
2011-02-07 00:58

Does anybody have some time to tinker the Grenade's DECORATE code to fix this? Would save me some time :).
User avatar (0001008)
unknownna (updater)
2011-02-07 11:10
edited on: 2011-02-07 18:48

This seems to work, but it's rather hacky. I tried to force the grenade into the death state. It works properly offline, but the explosion will tend to desync online.

Actor Grenade_01 : Grenade Replaces Grenade
{
    +SHOOTABLE // Needed for A_Die to work.
    States
    {
    Spawn:
        SGRN A 87 Bright
        Goto EndTimer
    EndTimer:
        TNT1 A 0 A_Die // Force the grenade into the death state.
        Stop
    Death:
        TNT1 A 0 A_Stop
        TNT1 A 0 A_ChangeFlag ("NoGravity", 1)
        Goto Detonate
    Detonate:
        MISL B 8 Bright A_Explode
        MISL C 6 Bright
        MISL D 4 Bright
        Stop
    }
}


EDIT:

BTW, standard Skulltag grenades will desync when they hit explosive barrels online.

User avatar (0002500)
Popsoap (reporter)
2012-01-20 22:32
edited on: 2012-01-20 22:40

'http://zdoom.org/wiki/A_Countdown [^]'
This would be great for replicating the timer. Then all you would need is add a ReactionTime, and that should replicate the grenade's lifespan.

Actor STGrenade : Grenade
{
    Radius 8
    Height 8
    Speed 25
    Damage 20
    ReactionTime 87
    Projectile
    -NOGRAVITY
    +DOOMBOUNCE
    +RANDOMIZE
    +DEHEXPLOSION
    +GRENADETRAIL
    +QUARTERGRAVITY
    +EXPLODEONDEATH
    +USESTBOUNCESOUND
    SeeSound "weapons/grenlf"
    DeathSound "weapons/grenlx"
    Obituary "$OB_GRENADE"
    DamageType Grenade
    States
    {
    Spawn:
        SGRN A 1 bright A_CountDown
        Loop
    Death:
        TNT1 A 0 A_NoGravity
        MISL B 8 bright A_Explode
        MISL C 6 bright
        MISL D 4 bright
        Stop
    }
}


User avatar (0002501)
Dusk (developer)
2012-01-21 01:31

Out of curiosity, do A_Countdown calls use up any bandwidth? Will the server inform the client when A_Countdown is called?
User avatar (0002502)
Popsoap (reporter)
2012-01-21 14:24

It seems to use 11 bytes (for me at least) for each grenade. I'm not sure if the server informs the client about the action function being called.
User avatar (0002508)
Torr Samaho (administrator)
2012-01-21 16:29

A_CountDown is a good idea! Please test if this works as intended. Note that I also needed to make a change to A_CountDown to prevent possible sync issue. This raises the network traffic of A_CountDown from 11 to 19 bytes per player.
User avatar (0002511)
Popsoap (reporter)
2012-01-21 17:58
edited on: 2012-01-21 17:58

Have not noticed any problems with the grenades in the build.

User avatar (0002523)
Torr Samaho (administrator)
2012-01-22 19:56

Thanks for checking!

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- Issue History
Date Modified Username Field Change
2010-11-18 03:28 Anonymous New Issue
2010-11-25 02:02 unknownna Note Added: 0000632
2011-02-07 00:58 Torr Samaho Note Added: 0000995
2011-02-07 00:58 Torr Samaho Status new => feedback
2011-02-07 11:10 unknownna Note Added: 0001008
2011-02-07 18:47 unknownna Note Edited: 0001008 View Revisions
2011-02-07 18:48 unknownna Note Edited: 0001008 View Revisions
2011-04-08 07:33 unknownna Relationship added related to 0000372
2012-01-20 22:32 Popsoap Note Added: 0002500
2012-01-20 22:36 Popsoap Note Edited: 0002500 View Revisions
2012-01-20 22:40 Popsoap Note Edited: 0002500 View Revisions
2012-01-20 22:40 Popsoap Note Edited: 0002500 View Revisions
2012-01-21 01:31 Dusk Note Added: 0002501
2012-01-21 14:24 Popsoap Note Added: 0002502
2012-01-21 16:29 Torr Samaho Note Added: 0002508
2012-01-21 17:58 Popsoap Note Added: 0002511
2012-01-21 17:58 Popsoap Note Edited: 0002511 View Revisions
2012-01-22 19:56 Torr Samaho Note Added: 0002523
2012-01-22 19:57 Torr Samaho Status feedback => resolved
2012-01-22 19:57 Torr Samaho Fixed in Version => 1.0
2012-01-22 19:57 Torr Samaho Resolution open => fixed
2012-01-22 19:57 Torr Samaho Assigned To => Torr Samaho
2012-06-09 13:22 Torr Samaho Category General => Bug
2018-09-30 19:56 Blzut3 Status resolved => closed






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