BLOODWOLF333 / Brutal-Doom-Community-Expansion

A combined community expansion for the latest version of Brutal Doom. All of the latest bug fixes and new features in a single place to create the most polished and stable product.
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Friendly rescued marines gets stuck attacking blood tank in e2m4 #440

Closed knowsshit closed 8 months ago

knowsshit commented 8 months ago

Version

brutalv21.13.2.pk3

Environment

PC, Windows 11

Port

GZDoom g4.11.1

Description

In Ultimate Doom map e2m4 there are some blood tanks with bloody skeleton monsters popping out of some of them. Both my friendly (rescued) marines got stuck attacking one of the tanks. Attaching screenshot of this happening, as well as a screenshot of the map showing where.

Screenshot_Doom_20231211_210423 Screenshot_Doom_20231211_210431

BLOODWOLF333 commented 8 months ago

Try it with 21.14.1 you are using a really old version dude. I just tested using the current branch and observed them killing the experiment (bloody skeleton) and then they stop.

knowsshit commented 8 months ago

I just checked with 21.14.1 and the same happened. The marine just stands there and blasts away at a blood tank where this bloody skeleton monster escaped from.

I didn't see it being fixed in the changelog, so I reported it even though I was on an older version.

There's a marine to be rescued to the right in the blood floor area and the red tanks are straight up ahead so it is easy to check.

Screenshot_Doom_20231212_215058

PS: I also noticed that some marines have the super shotgun while playing Doom 1 levels. I guess they can have all kinds of weapons, but it seemed a bit odd since one of them died and I got the SSG from the dead marine and it seemed out of place for Doom 1 levels.

PPS: Thank you for the fast reply and all the awesome work!

BLOODWOLF333 commented 8 months ago

I was able to duplicate the issue today, this bug was another issue caused by jump states in actors jumping to a death state but not actually killing the monster (its still has hitpoints and is alive even though the code told it to jump to a death state but, that doesnt actually kill it) so this is fixed, good catch!