Bug Tracker – Bug 327

Voodoo doll glitch

Last modified: 2014-03-20 00:21:20 UTC
Bug 327 - Voodoo doll glitch
Summary: Voodoo doll glitch
Alias: None
Product: Odamex
Classification: Unclassified
Component: Server & Client (show other bugs)
Version: (old) 0.x Alpha
Hardware: All All
: P2 normal
Assignee: Odamex Bug Reporter
: 457 (view as bug list)
Depends on:
Blocks: 424
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Reported: 2007-03-31 19:44 UTC by Albert Brown
Modified: 2014-03-20 00:21 UTC (History)
4 users (show)

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Description Albert Brown 2007-03-31 19:44:12 UTC
The voodoo doll bug is a bug from vanilla doom where dummy players would be spawned which can be used to cause damage to the player it represents.  Though the benefits of this glitch are low, there is one very amazing thing it can be used for: it can (and has been) used to implement logic circuits by having a doll placed on a conveyor which crosses over lines.  Also it has been used for the "instant suicide effect" featured in tnt.was map30.

Voodoo dolls dont seem to work at all in the current svn release of odamex.  The player spawning code for cooperative should try to mimick the code of vanilla, including trying to spawn player instances at every spawn point in coop.  Some additional system may need to be implemented to make maps like tnt.wad map30 work completely (die every time you cross the line and telefrag yourself, not only once)

This may not be too hard to fix, I'll consider doing it myself.
Comment 1 Albert Brown 2007-03-31 19:47:56 UTC
PS: for a whiff of how usefull this can be to making complex maps, look at this: http://www.doomworld.com/idgames/index.php?id=14480

This type of setup can be just as powerful as scripting in some cases, as shown in this amazing wad by fraggle
Comment 2 Dean Joseph 2007-04-01 22:36:13 UTC
The client/server architecture makes this very, very hard to resolve in multiplayer. If this bug occurs during single player, it would be a lot easier to fix than in multiplayer.
Comment 3 Denis Lukianov 2007-04-30 13:33:24 UTC
looks like it works in sp
Comment 4 Ralph Vickers 2010-01-15 07:26:23 UTC
How does Skulltag approach this bug? I'm pretty sure they recently developed a solution to this issue. Must research this.
Comment 5 Ralph Vickers 2010-01-15 07:27:39 UTC
*** Bug 457 has been marked as a duplicate of this bug. ***
Comment 6 GhostlyDeath 2010-01-16 04:09:57 UTC
Remove from CC
Comment 7 Mike Lightner 2010-02-04 10:28:56 UTC
Skulltag uses rediculously named serverside cvars to control different parts of the implementation.