Closed Username-N00b-is-not-available closed 3 years ago
Sorry for my absence in these times, but something terrible happened in my family... My mother died some days ago and I have to reinvent the wheel of my life, this is also why my work has been very vague and discontinue for some months, had to take care her 24h. I do hope things will get better after middle of March and go through all issues and see what I can fix or not. Thank you kindly for the effort on fixing stuff, just remember to keep intact our ideas without alter them too much, unless this is strictly required for the fix.
My sincere condolences on your loss. Please do properly everything you should do in these circumstances, everything else is nil in comparison to that and can wait.
As for the fixes and ideas, I understand that and try to remind myself frequently about what you said. I would change the team's ideas only after a thorough discussion (and e. g. this is what #383 is for). We are looking forward to your getting back, but once again, please take your time!
Fixed everything I could so far.
Summoning @Talon1024 @AFADoomer @Ozymandias81 for the last remaining issues here - I guess most of it is code-specific and I unfortunately can't help here except testing.
Recently, there was a player report that, for most enemies, the player's bullets freely pass through their heads (=their hitboxes are too short). More than a year ago @AFADoomer fixed this in https://github.com/Realm667/WolfenDoom/commit/6b6ab64adcfef2dd155dd9cdbf5ba59a10f2bc4f to some extent, adding 8 units to the base height, but the effect is still noticeable. What is the team's opinion, should we change it now (by adding another 4 or 8 to the actors' height)?
I never noticed this on my own actually. What's the difference between the visual height and the actual hitbox height?
Most of the head on a standard guard.
You can see this with the crosshair overlays, too. The knife/target/don't shoot image disappears as you move your aim above the shoulders of most guards.
Thanks for clarifying. Well, I am actually okay with how it is now, but if you guys want the hitbox larger with about 4-8 units, it's okay for me as well. I just hope that it doesn't interfer with level geometry somewhere. At this stage of development we need to be careful with such global changes.
That's my worry, too.
I remember something being mentioned in the "Visual actor hitbox debug" thread on ZDoom forums... If I can find it, that is...
However, height and width units do not quite agree. The 1-meter interpretation would imply that the Doomguy is one meter wide, or at least cannot pass through an opening narrower than one meter, which would be to exaggerate his muscularity. The discrepancy is likely related to the fact that pixels in Doom's original video modes were rectangular: because pixels were taller than they were wide, and each map unit was proportional in size to a pixel of an in-game texture, flat, or sprite, height units were larger than width units. A more realistic interpretation (if there is any such thing) is perhaps that one "width unit" (w) corresponds to 5/6 of a "height unit" (h).
That's my worry, too.
So would it be ok for everyone if we keep it as it is?
I say keep it as is for now
Agreed. Not worth the possible problems that it could cause.
Working on C3M5_A, so please no one touch it before I commit my work
Are you done with it @Ozymandias81 ?
Yes sorry for late reply, just gonna check the machinegun fire thing killing easily companions
While I am done with C3M5_A, I think I might have found something related to treasure items not being count sometimes... While I don't remember exactly why CoinDrop class has been added (most probably for items which may fall somewhere and not being possible to pick up, or something else), it may be the cause of some issues related here , such as missing items or spies coins What do you think @Talon1024 , could be that? And if yes how to fix it in a secure way?
The CoinDrop class was added for the Totale Gier powerup, which makes enemies drop money when they are killed if you have the Totale Gier powerup active. None of them have DoomEdNums, so they cannot be placed in maps.
C2M5_B: the zaps do not work properly, the player can pass through most of them without receiving any damage.
Which ones? The ones at the end, or the ones blocking the V2 and hangar?
@Talon1024 The ones at the end, their 'hitbox' seems to be much smaller than the scaled models themselves.
Rechecked the list. Unfortunately I can't help with any of the remaining bugs.
Most of the item and kill count issues should be resolved now, I think.
I added handling so that inactive sneakable actors that are removed via script now get properly removed from the kill count, and added a bunch of ClearCounters() calls to places where items that we don't want to count to the totals are spawned (like with SpyGive, which is what is also used by the reward script in C3M6_A).
I have unchekced related issues, let's hope it did fix it since I don't have time to playtest the whole thing. --Ozy81 (16/04/21)
Does anybody have ideas on how to fix the remaining issues here?
PlagueDoc
s. The total treasure amount will raise, but not the picked up item amount.
Maybe we should just add -COUNTITEM gold item variants for cases when we need to add some gold via scripts?I unfortunately can't help here.
Yeah, all of these remaining problems are related to code, so this is more for @Ozymandias81, @AFADoomer and @Talon1024 now.
The thing about c2m3/c3m6_A is related mainly to how ladders behave and probably the wallrunning feature in idtech1 engine, but it is just an assumption.
What do I need to do to reliably recreate the problem with the ladder?
EDIT: Never mind. I don't know what is going on here. It only happens when the player is on both sides of the portal plane
I guess the player recieve double amount of speed or inertia or whatever it is called the exact thing but as soon as we keep pressing the up/down button during a portal transition yes, but to me only near walls and not at the center ot the ladder. On c2m3 I get pushed up even till the wooden roof of the church sometimes... maybe adding an object that can be placed on top of these problematic portals to stop player going up somehow? --Ozy81
For the ladders and portals, maybe we can load the map geometry with plain Doom II (+ loading all classes needed for ladders to work, but only them) and test the behaviour? This could help isolate the problem: if it still occurs, the problem is likely either in ladders code or in the engine; if it doesn't, the problem is likely in BoA player movement code.
It's more likely that this is an interaction of the fly cheat and floor/ceiling portals. A better test would be to build a simple set of rooms that connect to each other via a plane portal that is lowered into ground in the "upper" room, then try flying through it in vanilla GZDoom, either with the fly cheat or wings of wraith.
@AFADoomer Yes, it really does happen consistently! fly_portal.zip (for Doom II) Collisions with the lower part of the portal seem to work fine, but not with the upper part... I posted a bug report to the ZDoom forums: https://forum.zdoom.org/viewtopic.php?f=2&t=72046
PlayerFollower and Medic issue fixed in a82b7d0791467291c8c49b3c4d767f84f588235b.
Sorry if this is reply is in the wrong format but I noticed I was pinged for the lens flare shader - just a correction from me, that I did not write that shader.
It seems that the shader is from Total Chaos (after searching this string fc += vec4(fsrc.rgb, 1.0);
in Google this result popped up: https://forums.thedarkmod.com/index.php?/topic/20175-view-shrinks-while-underwater/&do=findComment&comment=441625). Well, at least the person who posted it there attributed it to Total Chaos (not going to download 1.4GB, sorry).
Yes that’s right!
Sorry if this is reply is in the wrong format but I noticed I was pinged for the lens flare shader - just a correction from me, that I did not write that shader.
Ah, sorry. The original commit referenced you. My bad!
(moved to first post)
This issue is also mostly dealt with, only a few slight problems remain (I just wonder if the bug report on portals and flying would be noticed by GZDoom developers before 30 April...) Excellent work! Thank you very much, team, for noticing my feedback and working to fix the problems over time. (Open the spoiler in the second post https://github.com/Realm667/WolfenDoom/issues/384#issuecomment-782691313 to see how much we managed to do in collaboration within just a few months! Not to mention there were lots of issues with lots of bugs and suggestions, including ones opened by myself, and many more other ones.)
I just bumped the ZDF bug post with some additional clarifying explanation. Hopefully that will generate some discussion.
(moved to first post)
(moved to first post)
Some text lines start with wrong text colours. This happens inconsistently, but not only in English. I checked the CSV, everything there seems to be written properly.
I've noticed this as well, it falls back to a different color when a new line begins but I have no idea if this is caused by GZDoom or our mod. This is a critical bug, we definitely need a solution here.
I've noticed this as well, it falls back to a different color when a new line begins but I have no idea if this is caused by GZDoom or our mod. This is a critical bug, we definitely need a solution here.
I think I've already reported that, and Graf seems to have said that certain old mods rely on this broken behaviour. I guess the best we can do is look for where the text colour is incorrect, and fix the text colouring manually. I already did that for the URLs in the developer comments, BTW.
We can do it for one, two, ten occasions, as you did with the URLs, but there are hundreds of radio messages in BoA which could need the treatment — and for each message in each language you cannot know without testing if it will happen or not, and if it will, which ones of the words will need a crutch! This is honestly sad. Maybe we can persuade Graf to add a new ACS function instead of HudMessage/HudMessageBold, which would use a corrected version of V_BreakLines, and deprecate HudMessage for good..? The source of the problem is already almost localized (there is even a comment at line 136).
This happens because the code does not account for colors that are defined after the space that ends up being use to split the string into lines...
In the example above, when the code parses through "rescue us...\U*krzz", it remembers the space between 'rescue' and 'us' as the last possible line break that it has encountered, then continues parsing and saves 'U' as the last encountered color. At some point after that, the code sees that max width has been hit, so it chops the line off at the last remembered space (so, before "us"), and starts the next line off with the last encountered color (which is still 'U', despite that portion of the string no longer being part of the line).
acc8c0ce459216b41ddad9062804f0856cfdeddd adds some functionality to fix this logic.
Thank you very much! I'll test it later today. --N00b, 24 Apr 2021
Thanks a lot @AFADoomer , this fix was very important!
@AFADoomer, ActorSpawner placed into a sector with lightlevel 64 gives a division by zero VM abort:
By the way, on the currently-last issue, what do you think about lowering MaxStepHeight for tank players to 32? https://github.com/Realm667/WolfenDoom/blob/f43e95c44bdcca0c38bf153eff7fc2a0f7458c90/scripts/actors/tank.zs#L62
It's probably OK, but I don't want to change that right before release - might end up with tanks able to get stuck somewhere that they could get out of before - AFA (25 Apr 2021)
@AFADoomer Safe text hints can not be scrolled properly to next page (it reverts to first page). Same happens with the safe menu (tested on C1M3): when you press use, the safe image flashes and disappears. Could be related to recent menu rework.
The code for those doesn't intersect with the menu changes in the slightest...
Did you mean C1M4? I can't recreate what you are describing... The pages scroll as expected, and the safe works as expected.
@AFADoomer Yes, C1M4, sorry. I am trying to playtest C1 now with https://github.com/Realm667/WolfenDoom/commit/f48721a3c3f48defae9c9c0fec02e5c71159d14a, and bumped into this. Cannot reproduce it even now, it was likely a machine-specific problem. Got it for the tanks, and Talon's commit probably fixed the
https://user-images.githubusercontent.com/59409713/116105021-98580d00-a6b9-11eb-8e0f-43da3ada1963.mp4
netevent showliveenemies
shows none. This happened before the paratroopers' landing, I do not know which actor could it be.