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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0002862 | Zandronum | [All Projects] Bug | public | 2016-10-07 00:46 | 2017-06-13 18:22 | ||||
Reporter | Toxicity | ||||||||
Assigned To | |||||||||
Priority | high | Severity | major | Reproducibility | always | ||||
Status | closed | Resolution | no change required | ||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||
Product Version | |||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0002862: Using a random value for A_Explode's radius parameter is broken in Zan 3.0 | ||||||||
Description | 'https://youtu.be/9c1HRLzjisU [^]' Doom64 Unabsolved's taser uses a projectile which calls A_Explode every few tics with a damage value of only 1 and a random range each call between 8 and 56 units. "A_Explode(1,random(8,56),0)" In Zan 2.0, this functions as intended. However I noticed when running the mod with 3.0 that the taser is now horribly broken to the point of being ineffective in gameplay. Monsters only seem to painchance 1/10th as often as they did in 2.0. Works fine in the latest GZDoom. I have a feeling it's because only the lowest value of the random radius range is being used, because every other aspect of the projectile is behaving correctly. If you watch the video closely, you'll notice that the monsters don't painchance at all when being tased before being woken up (when the projectile is exploding at the very edge of their hitbox). However, once the monster wakes up and walks "through" the projectile, they start getting pained (and actually die very quickly, due to all the projectiles which are now "stacked" affecting them all at once). | ||||||||
Steps To Reproduce | Download Unabsolved (you can use just the 2.0 version since the taser code is the same there as it is in the 3.0 version of the mod): 'http://www.mediafire.com/file/6hn47505cu52xo5/sd64_unabsolved_alpha9-zan2.0.pk3 [^]' Run the mod with Zan2.0. Cycle your sidearm (R by default) to the Taser and use it on any monster. Should work fine. Now run the mod with Zan 3.0 and try the Taser on any monster. Very broken. | ||||||||
Additional Information | I'll make a minimum example pk3 tomorrow. But the code for the projectile is this (yes it's messy): ACTOR ZapperBeam : MageWandMissile { Speed 160//200 Radius 8 Height 8 Damage 0//2 //Decal DoomImpScorch damagetype "Taser" deathsound ""//"BFGArc" seesound "Taser/zap" -RIPPER -CANNOTPUSH +NODAMAGETHRUST +STRIFEDAMAGE +NOTIMEFREEZE +BLOODLESSIMPACT +NOBLOODDECALS +MTHRUSPECIES //scale 0.5 renderstyle translucent//add alpha 0.9 states { Spawn: TNT1 A 1//2 Goto Snoot Death: TFOG A 0 A_Playsoundex("Taser/Wall","soundslot6") TNT1 A 0 A_SpawnItemEx("BluePlasmaSpark", 0, 0, 0, random(-10, 10), random(-10, 10), random(-2, 6), random(-360,360), SXF_CLIENTSIDE, 64) Snoot: TNT1 A 0 A_ChangeFlag("MISSILE",0) TNT1 A 0 A_SpawnItemEx("BluePlasmaSpark", 0, 0, 0, random(-10, 10), random(-10, 10), random(-2, 6), random(-360,360), SXF_CLIENTSIDE, 64) TFOG A 0 A_Stop BFB2 DDEEFF 1 BRIGHT A_FadeOut(0.1) Stop //Crash: XDeath: TFOG A 0 A_Stop TFOG A 0 A_Playsoundex("Taser/Hit","soundslot6") BFB2 E 2 Bright A_Fadeout(0.09) TNT1 A 0 Bright A_SpawnItemEx("ElectricArc_Blue", 0, 0, 0, 0, 0, 0, random(-180,180), SXF_CLIENTSIDE, 0) RFOG A 0 Bright A_Explode(1,random(8,56),0) // electricution BFB2 D 2 Bright A_Fadeout(0.09) TNT1 AAA 0 Bright A_SpawnItemEx("BluePlasmaSpark", 0, 0, 0, random(-8, 8), random(-8, 8), random(2, 12), random(-360,360), SXF_CLIENTSIDE, 64) RFOG B 0 Bright A_Explode(1,random(8,56),0) TFOG A 0 A_Playsoundex("Taser/Hit","soundslot6") BFB2 E 4 Bright A_Fadeout(0.09) TNT1 AAA 0 Bright A_SpawnItemEx("BluePlasmaSpark", 0, 0, 0, random(-8, 8), random(-8, 8), random(2, 12), random(-360,360), SXF_CLIENTSIDE, 64) RFOG A 0 Bright A_Explode(1,random(8,48),0) BFB2 F 8 Bright A_Fadeout(0.09) TNT1 AAA 0 Bright A_SpawnItemEx("BluePlasmaSpark", 0, 0, 0, random(-8, 8), random(-8, 8), random(2, 12), random(-360,360), SXF_CLIENTSIDE, 64) RFOG B 0 Bright A_Explode(1,random(8,48),0) TFOG A 0 A_Playsoundex("Taser/Hit","soundslot6") BFB2 E 12 Bright A_Fadeout(0.09) TNT1 AAA 0 Bright A_SpawnItemEx("BluePlasmaSpark", 0, 0, 0, random(-8, 8), random(-8, 8), random(2, 12), random(-360,360), SXF_CLIENTSIDE, 96) RFOG C 0 Bright A_Explode(1,random(8,40),0) BFB2 D 16 Bright A_Fadeout(0.09) TFOG A 0 A_Playsoundex("Taser/Hit","soundslot6") TNT1 AAA 0 Bright A_SpawnItemEx("BluePlasmaSpark", 0, 0, 0, random(-8, 8), random(-8, 8), random(2, 12), random(-360,360), SXF_CLIENTSIDE, 96) RFOG D 0 Bright A_Explode(1,random(8,40),0) BFB2 E 20 Bright A_Fadeout(0.09) TNT1 AAA 0 Bright A_SpawnItemEx("BluePlasmaSpark", 0, 0, 0, random(-8, 8), random(-8, 8), random(2, 12), random(-360,360), SXF_CLIENTSIDE, 96) RFOG E 0 Bright A_Explode(1,random(8,36),0) BFB2 F 24 Bright A_Fadeout(0.09) TNT1 AAA 0 Bright A_SpawnItemEx("BluePlasmaSpark", 0, 0, 0, random(-8, 8), random(-8, 8), random(2, 12), random(-360,360), SXF_CLIENTSIDE, 128) RFOG F 0 Bright A_Explode(1,random(8,36),0) stop } } | ||||||||
Attached Files | ![]() ![]() | ||||||||
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Torr Samaho (administrator) 2016-10-09 12:03 |
Does this also happen offline? If so, does it happen in GZDoom 1.8.6?Quote That would be very helpful. |
unknownna (updater) 2016-10-14 09:42 edited on: 2016-10-14 09:57 |
I made an example wad with the DECORATE code posted above. Let me know if it's still broken for you. So far it seemed to work the same for me in 2.1.2 and 3.0, but I only tested it briefly. Ok, I can confirm that it's broken. It's a GZDoom issue. It's also broken in 1.8.6, and fixed in 1.9.0. |
Edward-san (developer) 2016-10-14 11:09 edited on: 2016-10-14 11:10 |
I'd like to know when did it break by bisecting. |
Edward-san (developer) 2016-10-18 19:21 edited on: 2016-10-18 19:21 |
Can the example wad be reduced by lessening the number of action functions? |
unknownna (updater) 2016-10-19 17:59 |
It seems that the radius is ignored if the damage of A_Explode is set to 1. |
Edward-san (developer) 2016-10-19 19:20 edited on: 2016-10-19 19:33 |
With the new example wad, the issue can be also reproduced with latest zdoom git. New bug report here. |
Torr Samaho (administrator) 2016-11-06 17:01 |
After reading the ZDoom thread, is this really a bug or just "no damage - no pain" in effect, correcting the old ZDoom behavior? |
Edward-san (developer) 2016-11-21 16:34 |
I'm starting to think there's a magical combination of damage and radius which makes the problem show in 3.0 and not gzdoom 1.9, like unknownna said in comment 0002862:0015982 . |
Torr Samaho (administrator) 2017-04-23 19:53 |
No feeback on 0002862:0016153? If not, I have to assume that this is just the intended ZDoom behavior. |
Ru5tK1ng (updater) 2017-06-10 19:22 |
Quote I don't believe so. I would agree with Graf that this is intended ZDoom behavior. Although the example wad causes pain on the zombies in g/zdoom 1.9/2.8 as it did in Zan 2.0, this isn't the case with GZ 3.0 or beta builds of ZDoom 2.9. That weapons current behavior in 3.0 is the correct behavior. |
Combinebobnt (reporter) 2017-06-10 19:28 |
A_Explode [(int damage [, int radius [, int flags [, bool alert [, int fulldamageradius [, int nails [, int naildamage [, str pufftype [, str damagetype]]]]]]]])] try using fulldamageradius as you are using an explosion with 1 damage. I didn't know randoms worked on a_explode, never seen them before lol. |
Ru5tK1ng (updater) 2017-06-13 18:22 |
Yep, that's correct. Using fullradiusdamage allows the example wad to behave in 3.0 as it does in 2.0. |
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: | Toxicity |
Opponents: | No one explicitly opposes this issue yet. |
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Date Modified | Username | Field | Change |
2016-10-07 00:46 | Toxicity | New Issue | |
2016-10-09 12:03 | Torr Samaho | Note Added: 0015838 | |
2016-10-09 12:03 | Torr Samaho | Status | new => feedback |
2016-10-09 17:54 | Torr Samaho | Target Version | => 3.0 |
2016-10-14 09:39 | unknownna | File Added: exploderadius.wad | |
2016-10-14 09:42 | unknownna | Note Added: 0015982 | |
2016-10-14 09:52 | unknownna | Note Edited: 0015982 | View Revisions |
2016-10-14 09:53 | unknownna | Status | feedback => confirmed |
2016-10-14 09:57 | unknownna | Note Edited: 0015982 | View Revisions |
2016-10-14 11:09 | Edward-san | Note Added: 0015986 | |
2016-10-14 11:09 | Edward-san | Status | confirmed => feedback |
2016-10-14 11:10 | Edward-san | Note Edited: 0015986 | View Revisions |
2016-10-18 19:21 | Edward-san | Note Added: 0016050 | |
2016-10-18 19:21 | Edward-san | Note Edited: 0016050 | View Revisions |
2016-10-19 17:55 | unknownna | File Added: exploderadius_02.wad | |
2016-10-19 17:59 | unknownna | Note Added: 0016067 | |
2016-10-19 19:20 | Edward-san | Note Added: 0016068 | |
2016-10-19 19:33 | Edward-san | Note Edited: 0016068 | View Revisions |
2016-11-06 17:01 | Torr Samaho | Note Added: 0016153 | |
2016-11-21 16:34 | Edward-san | Note Added: 0016256 | |
2017-04-23 19:53 | Torr Samaho | Note Added: 0017290 | |
2017-06-10 19:22 | Ru5tK1ng | Note Added: 0017813 | |
2017-06-10 19:28 | Combinebobnt | Note Added: 0017814 | |
2017-06-13 18:22 | Ru5tK1ng | Note Added: 0017824 | |
2017-06-13 18:22 | Ru5tK1ng | Status | feedback => closed |
2017-06-13 18:22 | Ru5tK1ng | Resolution | open => no change required |
2017-06-13 18:22 | Ru5tK1ng | Product Version | 3.0-beta => |
2017-06-13 18:22 | Ru5tK1ng | Target Version | 3.0 => |
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