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IDProjectCategoryView StatusDate SubmittedLast Update
0000673Zandronum[All Projects] Bugpublic2012-02-14 18:172018-09-30 19:55
Reportercq75 
Assigned ToTorr Samaho 
PrioritynormalSeveritymajorReproducibilityalways
StatusclosedResolutionfixed 
PlatformLinuxOSUbuntuOS Version10.04 x86
Product Version98d 
Target VersionFixed in Version1.0 
Summary0000673: Damaging floors created in TERRAIN don't kill the player
DescriptionIf you make a damaging sector in TERRAIN (the demon face texture in the example wad) it will damage the player down to 0 health, but the player will continue to walk around with no weapons and 0 health.

The player can continue to stand in the damaging sector indefinitely. If something other than the damaging sector hurts the player, the player dies sometimes, but not every time.

By contrast, the flashing lava sector (damages using a sector special) works as expected.

This bug only happens online. It occurs both in 98D and r3299

Also, the TERRAIN damage rate for the damaging floor is not the same as it is offline.
Steps To ReproduceStart a server with the example wad

Stand on the demon face sector

You will go down to 0 health, and not die.
Attached Files? file icon terrain_damagebugtest_MAP01.wad [^] (8,754 bytes) 2012-02-14 18:17

- Relationships

-  Notes
User avatar (0002599)
Edward-san (developer)
2012-02-14 18:20
edited on: 2012-02-14 18:22

Can you reproduce this in ZDoom svn r1551 and in latest ZDoom svn, both in single player and in multiplayer mode?

User avatar (0002600)
cq75 (reporter)
2012-02-14 19:34

I'll try that and report back.
User avatar (0002601)
cq75 (reporter)
2012-02-14 20:02
edited on: 2012-02-14 20:02

in single player the bug is not present in either Skulltag or zDoom.

The bug does not happen in multiplayer zDoom.

User avatar (0002603)
Dusk (developer)
2012-02-15 06:51
edited on: 2012-02-15 06:54

I looked into this and it seems that the client applies TERRAIN damage on its own. If the client thinks the health drops to 0, the weapon will fall down albeit he won't actually die since he still really has health left.

I found the culprit at p_spec.cpp. It works on my end now:
'https://bitbucket.org/CrimsonDusk/notebola/changeset/4f085a8d3dad [^]'

User avatar (0002607)
cq75 (reporter)
2012-02-15 20:38

I see, thanks
User avatar (0002610)
Torr Samaho (administrator)
2012-02-16 02:11
edited on: 2012-02-16 02:19

The fix looks good, you should check ( NETWORK_InClientMode() == false ) instead of ( NETWORK_GetState() != NETSTATE_CLIENT ) though. Otherwise you will get problems when playing demos.

User avatar (0002612)
Dusk (developer)
2012-02-16 02:18

Adjusted.
'https://bitbucket.org/CrimsonDusk/notebola/changeset/ab9827f8b9e8 [^]'
User avatar (0002613)
Torr Samaho (administrator)
2012-02-16 02:20

Looks good.

BTW: With which nick would you like to be mentioned in "Skulltag Version History.txt" when I port the fix to Skulltag?
User avatar (0002614)
Dusk (developer)
2012-02-16 02:27

Just call me Dusk. Nightfall's an old nick I stopped using a long time ago. Crimson Dusk is longer version I use outside Skulltag.
User avatar (0002615)
Torr Samaho (administrator)
2012-02-16 02:42

I added your fix to Skulltag. Note that I intentionally didn't port the extra tabs you added in the empty line above the comment and put extra brackets around the InClientMode check. Although the brackets are not necessary, I think it's easier to read with brackets. And in case you are wondering why I didn't put extra brackets around the existing ZDoom ironfeet check ;), I try to deviate from the ZDoom code only if absolutely necessary. Makes porting things easier.

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- Issue History
Date Modified Username Field Change
2012-02-14 18:17 cq75 New Issue
2012-02-14 18:17 cq75 File Added: terrain_damagebugtest_MAP01.wad
2012-02-14 18:20 Edward-san Note Added: 0002599
2012-02-14 18:22 Edward-san Note Edited: 0002599 View Revisions
2012-02-14 19:34 cq75 Note Added: 0002600
2012-02-14 20:02 cq75 Note Added: 0002601
2012-02-14 20:02 cq75 Note Edited: 0002601 View Revisions
2012-02-15 06:51 Dusk Note Added: 0002603
2012-02-15 06:52 Dusk Note Edited: 0002603 View Revisions
2012-02-15 06:52 Dusk Note Edited: 0002603 View Revisions
2012-02-15 06:53 Dusk Note Edited: 0002603 View Revisions
2012-02-15 06:53 Dusk Note Edited: 0002603 View Revisions
2012-02-15 06:53 Dusk Note Edited: 0002603 View Revisions
2012-02-15 06:54 Dusk Note Edited: 0002603 View Revisions
2012-02-15 20:38 cq75 Note Added: 0002607
2012-02-16 02:11 Torr Samaho Note Added: 0002610
2012-02-16 02:11 Torr Samaho Note Edited: 0002610 View Revisions
2012-02-16 02:18 Dusk Note Added: 0002612
2012-02-16 02:19 Torr Samaho Note Edited: 0002610 View Revisions
2012-02-16 02:19 Torr Samaho Note Edited: 0002610 View Revisions
2012-02-16 02:20 Torr Samaho Note Added: 0002613
2012-02-16 02:27 Dusk Note Added: 0002614
2012-02-16 02:42 Torr Samaho Note Added: 0002615
2012-02-16 02:42 Torr Samaho Status new => resolved
2012-02-16 02:42 Torr Samaho Fixed in Version => 1.0
2012-02-16 02:42 Torr Samaho Resolution open => fixed
2012-02-16 02:42 Torr Samaho Assigned To => Torr Samaho
2012-06-09 13:22 Torr Samaho Category General => Bug
2018-09-30 19:55 Blzut3 Status resolved => closed






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