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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0000373 | Zandronum | [All Projects] Bug | public | 2011-04-08 19:24 | 2023-08-16 11:20 | ||||||||
Reporter | ConflagratedCanine | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||||||
Status | confirmed | Resolution | open | ||||||||||
Platform | OS | OS Version | |||||||||||
Product Version | 98d | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0000373: Death in survival results in odd behavior | ||||||||||||
Description | This has been around for awhile. When a player dies in regular survival, they won't leave a corpse behind. If the class has a custom death state, however; It will leave a 'ghost' behind that will disappear when the player 'officially' spectates. This issue is easily reproduced in all versions of WDI; Especially the latest versions that contain 'fake' bodies. Will attach a screenshot soon. | ||||||||||||
Attached Files | ![]() | ||||||||||||
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unknownna (updater) 2011-04-08 20:42 |
Actually, this isn't specific to survival mode. If the last death frame is "TNT1 A -1", the PLAY A frame will be displayed instead. While we're at it: Newly connected clients aren't informed about whether actors have called A_HideThing or not, and it (A_HideThing) doesn't seem to work properly on players. |
ConflagratedCanine (reporter) 2011-04-12 21:49 |
We tried it using TNT1 A 1 wait instead and got similar results. |
unknownna (updater) 2011-04-12 23:30 |
It is to be expected though. For some reason, TNT1 A frames in the player states (except Spawn) display the PLAY A frame instead. This behavior is also present in ZDoom. On a side note, if the spawn state is defined like this: Spawn: The chasecam will not work properly when you are standing still. |
Torr Samaho (administrator) 2011-04-13 01:03 |
> . For some reason, TNT1 A frames in the player states (except Spawn) display the PLAY A frame instead. This behavior is also present in ZDoom. So the whole issue is not a Skulltag bug then? |
unknownna (updater) 2011-04-16 23:50 |
It is apparently the ZDoom behavior. But the A_HideThing issues are still valid here though. |
Fused (reporter) 2023-08-16 11:20 |
This issue is still present in 3.2-alpha. One added detail I have here is that in my case it happens with morphed actors, and TNT1 A -1 is not directly related. |
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Date Modified | Username | Field | Change |
2011-04-08 19:24 | ConflagratedCanine | New Issue | |
2011-04-08 20:42 | unknownna | Note Added: 0001313 | |
2011-04-08 21:04 | unknownna | File Added: hidething_test_01.wad | |
2011-04-08 21:07 | unknownna | Status | new => confirmed |
2011-04-12 21:49 | ConflagratedCanine | Note Added: 0001358 | |
2011-04-12 23:30 | unknownna | Note Added: 0001359 | |
2011-04-13 01:03 | Torr Samaho | Note Added: 0001360 | |
2011-04-16 23:50 | unknownna | Note Added: 0001378 | |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
2023-08-16 11:20 | Fused | Note Added: 0022909 |
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