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Messages - radio306

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Technical Support / Re: Temporary Bug Tracker Thread

« on: July 14, 2013, 10:27:01 »
I don't think it's a bug; it depends on the speed of the crusher, rather than map format.
See http://doomwiki.org/wiki/Barrel#Notes
EDIT: ZDoom behaves differently than Odamex, but it's not a bug in Odamex: it intentionally replicates vanilla behavior.

I see, I didn't know about that vanilla bug. Thanks.

The reason is that the co_zdoomphys doesn't imply co_boomsectortouch, although it should. Patch: http://pastebin.com/9iYcu7si (or in attachment)
Probably the same thing should be done to co_boomlinetouch, but I don't understand what it does.

With co_boomsectortouch, it behaves as expected.

Just out of curiosity, what is it about that barrel that requires co_boomsectortouch? And what does co_boomsectortouch do? (it doesn't seem to be listed on http://odamex.net/wiki/Co_boomlinecheck)

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Technical Support / Re: Temporary Bug Tracker Thread

« on: July 08, 2013, 18:10:06 »
Note: all bugs reported with zDoom physics enabled (true thing height and co_zdoomphys)

Bug Title: Barrels turn into pools of blood if they are crushed in a hexen format map
Operating System: Windows 7
Odamex Version: 0.6.3
Bug Description: In a hexen format map, barrels turn into pools of blood when crushed; in doom format they explode and leave no gibs.

See MAP01_CrusherTestHexenFormat.wad


Bug Title: This barrel in this exact position stops a nearby lift until it's blown up
Operating System: Windows 7
Odamex Version: 0.6.3
Bug Description: For some reason, the barrel in this map in the blue flashy pillar stops the lift from lowering, the sound plays but nothing happens. If you shoot the barrel after you start the motion, it immediately falls to the ground and works as expected after that.

This bug does not occur if you move the barrel, the sector the barrel is in, or change the floor or ceiling height of the barrel's sector.

See MAP01_LiftBarrelTest.wad
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