Bug Tracker – Bug 966

Support defining switches via ANIMDEFS

Last modified: 2016-09-16 00:45:27 UTC
Bug 966 - Support defining switches via ANIMDEFS
Summary: Support defining switches via ANIMDEFS
Status: NEW
Alias: None
Product: Odamex
Classification: Unclassified
Component: Client (show other bugs)
Version: (old) 0.6.x
Hardware: All All
: P1 enhancement
Assignee: Odamex Bug Reporter
URL:
Depends on:
Blocks:
 
Reported: 2013-03-24 15:50 UTC by XDelusion
Modified: 2016-09-16 00:45 UTC (History)
2 users (show)

See Also:

Attachments

Custom Swtich with Animdefs and sndinfo example. (306.62 KB, application/octet-stream)
2013-03-24 15:50 UTC, XDelusion
Details
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Description XDelusion 2013-03-24 15:50:19 UTC
Created attachment 432 [details]
Custom Swtich with Animdefs and sndinfo example.

I am pleased to report that ANIMDEFS and SNDINFO work, at least partially.

As fate would have it though, did notice a couple of issues so far.

1. The Custom Switch Animations do not work.

2. The Custom Sound for the Custom Switch does not work.

3. For some reason, I had to put the animated flame above the animated floor texture in ANIMDEF's list, otherwise when ever I loaded up Odamex, the DOOR texture would be in place of the FLAMES. Yet in GzDOOM it does not matter what order they are put in the list; how bizarre.

Other than that, everything else featured in this example seems to work as it should. I have tested against GzDOOM to make sure the methods I used were correct.
Comment 1 Amateur Spammer 2013-03-29 18:36:44 UTC
(In reply to comment #0)
> Created attachment 432 [details]
> Custom Swtich with Animdefs and sndinfo example.
> 
> I am pleased to report that ANIMDEFS and SNDINFO work, at least partially.
> 
> As fate would have it though, did notice a couple of issues so far.
Posting several issues in one bug is usually not recommended for various reasons.

> 1. The Custom Switch Animations do not work.
Correct. Odamex even outputs a message to that effect in console.

> 2. The Custom Sound for the Custom Switch does not work.
See above.

> 3. For some reason, I had to put the animated flame above the animated floor
> texture in ANIMDEF's list, otherwise when ever I loaded up Odamex, the DOOR
> texture would be in place of the FLAMES. Yet in GzDOOM it does not matter
> what order they are put in the list; how bizarre.
Can't reproduce with semi-recent SVN build. Reproduces in 0.6.2 though. Guess this was fixed in r3628 (not tested).

You probably should rename this bug to "odamex should support defining swithces in ANIMDEFS" as that's the only issue here.
Comment 2 XDelusion 2013-03-29 18:51:02 UTC
Alright, thanks, glad to see support for the switches seems to be covered in the SVN. I'll keep your advise in mind.
Comment 3 Amateur Spammer 2013-03-29 19:14:11 UTC
(In reply to comment #2)
> Alright, thanks, glad to see support for the switches seems to be covered in
> the SVN. I'll keep your advise in mind.

No, switches are not supported in SVN.
Comment 4 HeX_Vulture 2016-09-16 00:45:27 UTC
Modified to reflect the point of this report a little better.

Also just to verify, this does not work in latest SVN, correct?