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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0004553 | Zandronum | [All Projects] Bug | public | 2025-05-18 18:29 | 2025-06-11 20:36 | ||||||||
Reporter | Fused | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | major | Reproducibility | always | ||||||||
Status | confirmed | Resolution | open | ||||||||||
Platform | OS | OS Version | |||||||||||
Product Version | |||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0004553: +NOMORPHLIMITATIONS actors are not properly given a weapon online. | ||||||||||||
Description | - MAP01 - ACS morphs player which has an invisible weapon into a player with no weapon. - Wait one second - Player is given a shotgun. Online, the player is not given a shotgun. Even calling `use shotgun` yields nothing. It is fixed once you call `changemap MAP01`. | ||||||||||||
Attached Files | ![]() | ||||||||||||
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unknownna (updater) 2025-05-25 15:52 edited on: 2025-05-25 16:20 |
Quote from Fused When I use the "printinv" command in the console online, the client has the shotgun in the inventory as expected according to the list printed. I found one difference that makes it behave different between online and offline play: "alwaysapplydmflags" being 1 or 0. * If it's enabled by setting it to 1, the shotgun isn't brought up offline. * If it's disabled by setting it to 0, the shotgun is brought up offline. * It's never brought up online no matter what "alwaysapplydmflags" is set to. So I can confirm that it's broken online, and also inconsistent in behavior offline. The flag probably has to be fine-tuned a bit more to make it consistent in behavior. |
Evil Operative (reporter) 2025-06-11 20:22 edited on: 2025-06-11 20:36 |
I want to add to this issue. In offline games, morphing into a class with +NOMORPHLIMITATIONS enabled retains your momentum and pitch after morphing, which means you will not stop abruptly nor have your looking direction centred vertically. However, in online games, while the flag does let you retain your momentum, it fails to retain your pitch, which means that your vertical mouselook gets moved to the centre of the screen. That's another way this flag does not carry over the behaviour it exhibits offline to game sessions that are online. You can reproduce this issue with this same file by unmorphing using "morphme" in console, then doing "morphme actualplayer" while looking up or down. On doing so, your pitch will get reset online, but will be retained offline. - Furthermore, it appears that despite having defined a morph flash "MapSpot" in the MorphActor function, the game still produces a morph and unmorph flash in the form of teleport fog online, when in reality there should be no effects or sounds whatsoever since "MapSpot" is an invisible and soundless actor. I am fairly certain that this is a new bug introduced in 3.2, since this was not present in 3.1. |
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Date Modified | Username | Field | Change |
2025-05-18 18:29 | Fused | New Issue | |
2025-05-18 18:29 | Fused | File Added: MorphBug.zip | |
2025-05-25 15:52 | unknownna | Note Added: 0024548 | |
2025-05-25 15:52 | unknownna | Status | new => feedback |
2025-05-25 16:03 | unknownna | Note Edited: 0024548 | View Revisions |
2025-05-25 16:20 | unknownna | Note Edited: 0024548 | View Revisions |
2025-05-25 16:20 | unknownna | Status | feedback => confirmed |
2025-06-11 20:22 | Evil Operative | Note Added: 0024551 | |
2025-06-11 20:23 | Evil Operative | Note Edited: 0024551 | View Revisions |
2025-06-11 20:36 | Evil Operative | Note Edited: 0024551 | View Revisions |
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