Realm667 / WolfenDoom

"WolfenDoom - Blade of Agony" | Important: This is only meant for development and testing purposes. You are NOT ALLOWED to use material from this repository for your own projects. Important: This repository is for development and testing purposes, you are NOT ALLOWED to use the copyrighted material for your own projects without our permission!
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Remaining definite bugs (split from old thread) #384

Closed Username-N00b-is-not-available closed 3 years ago

Username-N00b-is-not-available commented 3 years ago

There seems to be a problem with WeaponSpot/ActorPositionable, on the Pz. IV in TEST_LDR the flare moves down when you move the main cannon up. It also does not copy the turret horizontal movement properly for some reason. Maybe some minus sign in coordinate calculations got left out?

I'm not seeing this... The flare rotates as expected with the view pitch. - AFA (25 Apr 2021)

Not always... There is a problem when there is a significant difference between the player view angle and the tank gun angle: --N00b, 26 Apr 2021

https://user-images.githubusercontent.com/59409713/116105021-98580d00-a6b9-11eb-8e0f-43da3ada1963.mp4

Ah, ok. I think I can fix that... the flare is moving in concert with the player view pitch, not with the pitch of the gun. - AFA (26 Apr 2021)

How can I reproduce this? - AFA (20 Apr 2021)

Also a random issue, honestly I do not know how to reproduce it consistently. Could have something to do with Seeteufel's room, since there you have to open fire. --N00b, 20 Apr 2021

Screenshot_BoA_20210425_165219

Screenshot_BoA_20210425_192301

Username-N00b-is-not-available commented 3 years ago
Resolved issues - [x] C1M1: if you try opening the gates before collecting documents and killing Schabbs, triggering the 'Take the files first' message, the switch gets activated but the gate does not open. This blocks the player from progression. - [x] C2M1: The alarm activates upon entering the light even if all the guards on the tower are killed. - [x] Should not allow to buy Kar98k from the shop before C2M5 (you are given one). - [x] C2M0_A: full path to image in archive is shown in the upper part of the screen when seeing Kerner's document. - [x] C2M0_B: you can abuse vertical airlock doors this way, not sure if it is important, but as a nitpick I would like to have some Sector_SetLink on all of them.
Screenshot ![Screenshot_BoA_20210121_181536](https://user-images.githubusercontent.com/59409713/105542388-514d2b00-5d0a-11eb-9852-d09636086312.png)
> Reduced the problem to this screenshot, no idea why the sloped floors behave this way. @Talon1024 @Tormentor667 Could you please help me? --N00b, 12 Feb 2021
Screenshot ![Screenshot_BoA_20210212_194140](https://user-images.githubusercontent.com/59409713/107796228-abba3400-6d6a-11eb-8e8f-dd393cdb2d1b.png)
- [x] C2M6_C: same message for Douglas as transmission and in dialogue in the excavation. - [x] C2M6_C: 249/248 kills, no idea why. - [x] C3M1_A: light switch near (639, -11452) does not work. > Well I wonder where did you get it, since everything's set as intended on map --Ozy81 ![image](https://user-images.githubusercontent.com/11136108/109995366-82a81600-7d0e-11eb-948a-dd9210d5f1cb.png) - [x] C3M1_A: you can escape the camp by jumping over the houses, watch this: [c3m1glitch.zip](https://github.com/Realm667/WolfenDoom/files/6049399/c3m1glitch.zip) - [x] We should check that a knife is given after returning to intermap from C3M1_A. > It's pretty much impossible to beat C3M1_A/B without collecting the knife, so I think this is not a must-do --T667, 25th Feb 2021 > Impossible, srsly? :-D It's the shovel that you need to proceed with the level. The only knife I remember on the two maps appears in Gulasch Gimmer's kitchen, and that is closer to the end. Edit: Actually not an issue, the knife is given both at C3M2 and C3M0_A. --N00b, 26 Feb 2021 - [x] C3M1_A: another explosion countkill problem (the removed enemies are subtracted from kill count only if they have been alerted beforehand), see video: [m1acountkill.zip](https://github.com/Realm667/WolfenDoom/files/6049555/m1acountkill.zip) - [x] C3M1_A: 132/135 kills (I did not blow up the storage, killed all the guards instead). > Replayed it now and got 98/99, ```netevent showliveenemies``` says there are none left... --N00b, 26 Feb 2021 - [x] C3M1_B: 92/93 kills, probably something with Ascher (who can be thrust by explosions), same applies to C3M1_A. > Replayed, got 92/93, ```netevent showliveenemies``` shows none --N00b, 26 Feb 2021 - [x] C3M1_B: SS MP40 guard near a mirror at (1715, -1438, 433) does not see BJ sneaking behind him. > It was neither hearing him... Now at least gets alerted if you do some noise on corridor behind. --Ozy81 - [x] Also, the door near him is grey (we have recently added a partly brown variant for toilet doors) and has wrong texture offsets. - [x] C3M0_A: monk near (12154, 3850, -224) does not see the player. Same with Gen. Totengraeber. - [x] C3M0_A: can't reach loot from barrel near (5442, 20064, 768). - [x] C3M0_A: got 4 of 5 treasure items (all of them in the cinema), can't find the last one. - [x] C3M0_A: door near (4155, 22793) cannot be opened from the toilet side. - [x] C3M2: crates at (3870, -308, 224), (2688, -1255, 312) have flat misalignment. - [x] C3M2: the Allied paratroopers can be killed by player's weapons. - [x] C3M2: another instance of a 'ghost' soldier: [ghost.zip](https://github.com/Realm667/WolfenDoom/files/6057855/ghost.zip)
Screenshot ![изображение](https://user-images.githubusercontent.com/59409713/109431557-488dfa00-7a18-11eb-9342-4d1af8045124.png)
- [x] C3M2: The tank can get onto obstacles, such as at (-2348, -1186), they probably need some blocking lines. - [x] C3M2: the two Allied soldiers near (8736, -6890, 0) are unable to move after being told to stay at that location and later told to go with Blazkowicz. - [x] C3M2: most of the Allied soldiers in the ruined mansion do not react to German troops who are trying to attack it, and their bullets damage the player more than do any harm to Germans. There is also huge lag in the area. - [x] Arlow's dialogue in the HQ should be removed after C3M2. > This is a duplicate of my suggestion in #383. --N00b - [x] C3M3_A: a dog can get stuck near (4005, 6123, -103) and not get out to chase the player. - [x] C3M3_B: [officer.zip](https://github.com/Realm667/WolfenDoom/files/6074214/officer.zip) - [x] C3M3_B: area (16791, 6228, 136) with three SS MP40 guards is supposed to open when the player crosses the bridge, but the activating linedef also triggers on being crossed under the bridge. - [x] C3M3_B: 80/81 items, can not find the missing one. I searched literally every corner with double iddt + editor, no idea where (and what) it could be. - [x] C3M3_B: > 80/81 items, can not find the missing one. I searched literally every corner with double iddt + editor, no idea where (and what) it could be. It is 80/82 now, ```showtreasures``` gives nothing. Also happened after using the Totale Gier in the trench area before the flaktower. Connected with one of the low priority issues. - [x] C3M4: elite soldiers sometimes strafe onto (-1976, -3280) and get stuck. - [x] C3M4: 145/146 items, can't find the last one (I've successfully taken the coin from the previous checkbox). - [x] C3M0_B: final 17 enemies who spawn should not have +COUNTKILL. No other problems with kill count. - [x] C3M0_B: VM abort after the final sequence fades out:
Screenshot ![crash](https://user-images.githubusercontent.com/59409713/105759824-f9106600-5f61-11eb-8096-c880ffec1c80.png)
- [x] C3M5_C: 54/55 items again. - [x] C3M5_A: you can run past one of the four bosses (e. g. Goebbels) and start fighting the next one (in this case Morell), then upon killing the latter Ascher will say you have killed the former. You can even just run past each one of the four, not engaging in combat with them at all, and still proceed through the mission. - [x] C3M5_A: mirror near (-9927, -4866) does not break properly (there are no shards and sounds). - [x] C3M5_A: Wehrmacht enemies in the underground are alerted of you when you pass through the exit door of the previous boxcar. You can open both doors without doing it, throw a grenade when they are still dormant, and wake them up when it is about to explode. - [x] C3M5_A: Allied soldier companions (except Ascher) are easily killed by player's tank machinegun fire. - [x] C3M5_A: Most of the time Ascher is closer to Mengele than the player, and so Mengele only attacks Ascher. - [x] C3M5_A: toilet officer at (-15751, 14912, -2) disappeared on being shot with STEN altfire. > Got exactly the same situation now! If it helps, he seemed to have uttered a pain sound. --N00b, 03 Mar 2021 - [x] C3M5_A: got 303/300 kills. - [x] C3M5_B: 164/168 kills, I don't get at all where the remaining enemies could be. Triple-checked the automap and the editor, no clue. No moving enemies on map, no standing ones. If it helps, if I do 'kill Nazi' in the console after that I can hear Hans Grosse's death sound. > And now the death sound is 'Scheisskopf!' --N00b, 07 Feb 2021 - [x] C3M5_B: some problem with overlapping portals (you can see a Luftwaffe officer from other area):
Screenshot ![Screenshot_BoA_20210125_131150](https://user-images.githubusercontent.com/59409713/105759851-04639180-5f62-11eb-82f7-d08d6777d73e.png)
- [x] C3M5_C: Ascher's 'talking head' in SS uniform in the radio messages does not play its animation. - [x] C3M5_C: saluting SS guards do that even after being alerted of the player. > Should use smth. like CheckActorState(...) or CheckFlag(..., "INCOMBAT") --N00b, 23 Feb 2021 - [x] C3M5_C: I put an ammo box on (13471, -16823), but forgot that the player should be able to pick it up :-) - [x] C3M5_C: It is impossible to take the secret heavy armour vest from the bathroom after the tilt. - [x] Stealth system counts enemies who have already surrendered as ones who can still see you (not a serious problem, you can wait until they disappear). - [x] C3M5_C: 54/55 items. - [x] C3M6_A: can't buy the castle map from Hosenscheisser, it says "You don't need it". I don't even have any text paper in the inventory. > Confirmed (before AFADoomer's fixes) -- N00b, 04 Mar 2021 - [x] C3M6_A: can buy the suspicious key multiple times (but only one of them will be in the inventory), wasting money. > Also confirmed -- N00b, 04 Mar 2021 - [x] C3M6_B: the stand for the Spear of Destiny below (-5753, 4335, 168) has z-fighting on its upper parts (visible from top). - [x] ddb_crd2/ddb_crdt (graphics/intromap) are quite old (and still have some funny errors which have been fixed in texts long ago, such as Scuba and Steve in the playtesters section). - [x] The first infopage has a screenshot of a map in some C3M6_B location which has changed (Shermans in the Soviet forces were changed to T-34s). > Here are some new photos (they are 1920x1080 which is larger than what we currently have on the site and in-game), please update the screenshot with one of them: --N00b, 20 Feb 2021
Screenshot ![Screenshot_BoA_20210220_161741](https://user-images.githubusercontent.com/59409713/108596735-f4d83c80-7397-11eb-99e1-fd65e2f2164c.png) ![Screenshot_BoA_20210220_162143](https://user-images.githubusercontent.com/59409713/108596743-06214900-7398-11eb-8bcc-48f5203f29a1.png)
- [x] Spies can be 'revived' by pressing use, if they have died not from player fire (e. g. stepped on a mine). - [x] Please make the minesweeper deactivate when the player gets into a tank. - [x] In some Strife dialogues, especially in the HQ, the mugshot animations are too fast, the frames probably change every tic or so. > I've already slowed these down once. Maybe this is machine-dependent... Will check. - AFA (21 Jan) > This still happens with NPCs including the surrendering soldier on C3M5_A. --N00b, 07 Feb 2021 > Should be fixed in 749c751938cefa419a030320e6d071c258202de9. - AFA (3 Apr 21) - [x] A problem with devcomment texts: text colouring sometimes starts at the wrong point. The screenshot has the opening parentheses coloured orange, while the colouring in the text starts after them (an excerpt from the CSV for the first one: ```...используя ZFontConverter (\cIhttps://github.com/Talon1024/ZFontConverter\cC), между...```) Same problem can be seen with the Feld Hell devcomment and some others.
Screenshot ![Screenshot_BoA_20210120_191521](https://user-images.githubusercontent.com/59409713/105542337-3d092e00-5d0a-11eb-9977-a52facc12bb5.png)
- [x] Rapid-fire actors, such as controllable machinegun turrets, and even Ascher, continue shooting at their target even if a polyobject door between them has closed (but they won't start a new salvo in such circumstances). > We can possibly prevent this without messing with the code by ensuring a "Block monsters' line of sight" flag on EVERY polyobject door in BoA. --N00b, 26 Feb 2021 - [x] The script which strips the player off map-related inventory items in INTERMAP only takes one repair kit when it runs. For example, if in C3M2 you get two of them, you will have one when you return to the INTERMAP. It should be possible to gather enough repair kits in C3M2 to have them carry over all the way long to C3M5_C. - [x] STATS_NONE is not shown on the stat text screen in C3 (not sure about two other chapters), there is just empty space. - [x] If something blocks you from above when you escape a tank (a low ceiling or even an actor like Ascher), the player actor ends up in an 'intermediate' state between the normal pawn and morphed one. - [x] Death does not disattach you from a machine gun turret, you can still fire shots while being dead. - [x] The powered-up states on melee weapons are redundant, since NaziBerserk (Totale Macht) does not work as a berserk anymore, and there is no way to get a PowerStrength in inventory. > Let's keep them for modders, I would say. --Ozy81 - [x] If a spy gives you coins, the total treasure amount increases, but picked up treasure count stays the same. - [x] Medics can be gibbed by explosions (test: ```map test_ldr```, ```summon nebrocket```). @AFADoomer - [x] SM01: There were attempts to fix this Mad Mushroom, but it still floats in air when the player comes away from him:
Screenshot ![Screenshot_BoA_20210220_202548](https://user-images.githubusercontent.com/59409713/109292967-36576480-783c-11eb-887d-68ecbb7ecbdc.png)
- [x] SM03: this pit does not damage the player (not sure if there are other pits with this flat on the levels):
Screenshot ![Screenshot_BoA_20210303_102920](https://user-images.githubusercontent.com/59409713/109769730-a898c200-7c0b-11eb-8d23-3c13f22ced88.png)
- [x] C2M5_B: the zaps do not work properly, the player can pass through most of them without receiving any damage. - [x] C3M0_A: the mysterious fifth treasure item spawns when you kill 100 zombies and receive 100 gold (for some reason it does not count into picked up items, but affects the total item count). > SpyGive does not help, at least for spies. --N00b, 04 Mar 2021 > Confirmed (this time you have to kill just 75 of them) --N00b, 18 Apr 2021 > Should be fixed as of 267e669889caa668936b3e6b5256d11c409966c5. - AFA (20 Apr 2021) - [x] C3M0_B: I reached a state of the map when no enemy soldier in the complex could see me, even in bright light and not crouching. I could also kill everyone with projectile weapons, and nobody would get alerted. This started from the two dogs outside the complex (near the flares) who should chase me, they did not. > Can you recreate this? How can I get to the same state? - AFA (19 Apr 2021) - [x] The previous point allowed me to see that sneakable actors (which use +FRIENDLY) can be damaged and killed by alerted ones, even on higher skills. > Won't/can't fix without causing more problems. - AFA (19 Apr 2021) > Can't reproduce these two points anymore. I think when I got the first checkbox I killed the starting guards before the bridge 'silently' (used knife on the dog and a grenade on the guards; the grenade should not hit any of them), but this does not work now. --N00b, 20 Apr 2021 - [x] There is only 25 ammo instead of 50 in the flamethrowers you pick up. > While I get 25 loaded plus 50 to load of ammo, I see there is [something that may force this](https://github.com/Realm667/WolfenDoom/blob/ce07c60185c66f2bbffb5d5f4d09d039067d48b1/scripts/actors/items/weapons.txt#L83), since nothing is defined mapinfo wise (and if I am not wrong maps like C2M4 changes it) for dropammofactor or ammofactor related stuff. Could be that? --Ozy81 > It seems that there is an easier explanation: https://github.com/Realm667/WolfenDoom/commit/d57bc2518f2e93b39363a6172d0cece71cd6174d --N00b, 18 Apr 2021 - [x] C1M4: Ryan actor at the beginning can be activated (and will say his message) multiple times. - [x] Wounded guards raise to shoot at the player almost instantly after being spawned on 'death' of a guard. Maybe add a random 3 to 10 second delay? - [x] Under Totale Gier, enemies do not drop gold if they die near walls. > This seems fixed. --N00b, 20 Apr 2021 - [x] A problem with zombie blood spotted on C3M3_A (```Zombie_BloodSpot```, it seems): https://user-images.githubusercontent.com/59409713/115140080-1bd08900-a03e-11eb-9797-d131f3dfef07.mp4 - [x] SM03: a serious 'nuclear explosion' shader problem in a certain area: > Reuploaded the video, similar problems have been discussed in an OpenGL issue recently. Was this fixed? --N00b, 18 Apr 2021 > I can't reproduce this - closest I can get is to set the lens flare shader threshold to zero and intensity to obscene high values and turn on the bloom effect. But even then I don't get the full screen wash-out effect. From the video it almost looks like something is either uninitialized or needs to be clamped in the lens flare shader... Maybe something with how your video card handles the rendering of the effect? I think @nashmuhandes wrote this originally? Any chance that he might be able to take a look? - AFA (20 Apr 21) > Can't reproduce this too for now on maximal settings, neither with Vulkan nor with OpenGL... --N00b, 21 Apr 2021 https://user-images.githubusercontent.com/59409713/115140009-c1372d00-a03d-11eb-93ea-d2e7aea82021.mp4 - [x] After seeing a spy shoot at real enemies Ascher opens fire upon him too:
Screenshot ![Screenshot_BoA_20210125_164826](https://user-images.githubusercontent.com/59409713/105759958-29f09b00-5f62-11eb-85dc-7f4516bd0661.png)
> This is likely because the spy accidentally shot Ascher. - AFA (20 Apr 2021) > Maybe, I can't see this behaviour anymore, at least on test_ldr. Though I found another tangentially related problem: AscherArmed shoots the medic, who bleeds and starts circling around the map. --N00b, 20 Apr 2021 :x: C2M3: ladder (9159, 6842, -91) has same problem as the Loper lab one in C3M6_A (it throws the player upwards and out of the portal if they touch one of its sides). > Even if GZDoom devs fix this, the 3.0 release will be distributed with 4.6.0-r195. --N00b - [x] C3M0_A: the Nemesis can teleport into a table with chairs near the entrance to 'Zur Linde' and get stuck in it @Talon1024... > Minor and difficult to reproduce, closing --N00b, 22 Apr 2021 - [x] A new problem with text colouring in radio messages: ![Screenshot_BoA_20210422_103207](https://user-images.githubusercontent.com/59409713/115674526-690e6c80-a356-11eb-8f22-6542cced3e00.png) 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 should test this later today --N00b, 24 Apr 2021 - [x] If you load a savegame (or just warp to another map, but that's a cheat) while being in a tank, the chasecam cheat stays enabled. This is IIRC default GZDoom behaviour, but I wonder if there is a way for it to be disabled. > Should be mitigated in 75c114d1ce05b01e29140ff031582a0cafa30187. I got rid of some of the flag tampering that it did. You can still end up restoring a save with chasecam enabled, but that's now only if you had manually used the 'chase' cheat to change to the internal tank view in the first place. - AFA (24 Apr 2021) :x: Player tanks can climb onto 'corpses' of enemy tanks (definitely happens with Tiger and SdKfz223 on C3M5_A, IIRC did not happen with Pz. IV on C3M2). The screenshot shows a Tiger below the player Pz. IV. ![Screenshot_BoA_20210424_095046](https://user-images.githubusercontent.com/59409713/115950206-9d169880-a4e2-11eb-8ca3-b8a222f34480.png) > Yes, they can. If I change this, then players won't be able to climb over the dead tanks and can be blocked in. - AFA (24 April 2021) > To 3.1 --N00b
Ozymandias81 commented 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.

Username-N00b-is-not-available commented 3 years ago

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!

Tormentor667 commented 3 years ago

Fixed everything I could so far.

Tormentor667 commented 3 years ago

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.

Username-N00b-is-not-available commented 3 years ago

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)?

Tormentor667 commented 3 years ago

I never noticed this on my own actually. What's the difference between the visual height and the actual hitbox height?

AFADoomer commented 3 years ago

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.

Tormentor667 commented 3 years ago

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.

AFADoomer commented 3 years ago

That's my worry, too.

Talon1024 commented 3 years ago

I remember something being mentioned in the "Visual actor hitbox debug" thread on ZDoom forums... If I can find it, that is...

Found it! It says:

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).

Tormentor667 commented 3 years ago

That's my worry, too.

So would it be ok for everyone if we keep it as it is?

Ozymandias81 commented 3 years ago

I say keep it as is for now

AFADoomer commented 3 years ago

Agreed. Not worth the possible problems that it could cause.

Ozymandias81 commented 3 years ago

Working on C3M5_A, so please no one touch it before I commit my work

Tormentor667 commented 3 years ago

Are you done with it @Ozymandias81 ?

Ozymandias81 commented 3 years ago

Yes sorry for late reply, just gonna check the machinegun fire thing killing easily companions

Ozymandias81 commented 3 years ago

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?

Talon1024 commented 3 years ago

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.

Talon1024 commented 3 years ago

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?

Username-N00b-is-not-available commented 3 years ago

@Talon1024 The ones at the end, their 'hitbox' seems to be much smaller than the scaled models themselves.

Tormentor667 commented 3 years ago

Rechecked the list. Unfortunately I can't help with any of the remaining bugs.

AFADoomer commented 3 years ago

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)

Username-N00b-is-not-available commented 3 years ago

Does anybody have ideas on how to fix the remaining issues here?

Tormentor667 commented 3 years ago

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.

Ozymandias81 commented 3 years ago

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.

AFADoomer commented 3 years ago

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

Username-N00b-is-not-available commented 3 years ago

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.

AFADoomer commented 3 years ago

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.

Username-N00b-is-not-available commented 3 years ago

@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

AFADoomer commented 3 years ago

PlayerFollower and Medic issue fixed in a82b7d0791467291c8c49b3c4d767f84f588235b.

nashmuhandes commented 3 years ago

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.

Username-N00b-is-not-available commented 3 years ago

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).

Tormentor667 commented 3 years ago

Yes that’s right!

AFADoomer commented 3 years ago

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!

Username-N00b-is-not-available commented 3 years ago

(moved to first post)

Username-N00b-is-not-available commented 3 years ago

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.)

AFADoomer commented 3 years ago

I just bumped the ZDF bug post with some additional clarifying explanation. Hopefully that will generate some discussion.

Username-N00b-is-not-available commented 3 years ago

(moved to first post)

Username-N00b-is-not-available commented 3 years ago

(moved to first post)

Tormentor667 commented 3 years ago

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.

Talon1024 commented 3 years ago

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.

Username-N00b-is-not-available commented 3 years ago

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).

AFADoomer commented 3 years ago

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

Tormentor667 commented 3 years ago

Thanks a lot @AFADoomer , this fix was very important!

Username-N00b-is-not-available commented 3 years ago

@AFADoomer, ActorSpawner placed into a sector with lightlevel 64 gives a division by zero VM abort: image

Username-N00b-is-not-available commented 3 years ago
Fixed problems @AFADoomer This problem with HudMessage colours sadly still happens for me after the recent commits (https://github.com/Realm667/WolfenDoom/commit/e805848d6a49e076df29a4f0e2823f702ac213f2): ![Screenshot_BoA_20210425_110815](https://user-images.githubusercontent.com/59409713/115985960-d7ea0080-a5b6-11eb-99fc-b02791bccf6c.png) There's also this (WaveSpawner referenced for some reason instead of the use key, same happens in English): ![Screenshot_BoA_20210425_110426](https://user-images.githubusercontent.com/59409713/115985955-d4567980-a5b6-11eb-88b2-7b6501822826.png) Both screenshots are from the SS HQ in C3M0_A. > I think @Talon1024's recent fix takes care of this problem... Please verify. - AFA (25 Apr 2021)

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)

Username-N00b-is-not-available commented 3 years ago

@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.

AFADoomer commented 3 years ago

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.

Username-N00b-is-not-available commented 3 years ago

@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 messages, I'll test it once I finish C1. I would like to ask you again about the HudMessage problem and this https://github.com/Realm667/WolfenDoom/commit/acc8c0ce459216b41ddad9062804f0856cfdeddd#comments commit, was your intention to fix the text colouring with it? Also, on problems related to HUDs, the following entry (PRISONERMESSAGE01) does not show a full stop/period after the last word in Russian (it is present in the CSV and was on the commit I am playing). In English everything with it works well. Screenshot_BoA_20210425_162721