[WAD bug] A new Hellspawn Datapad

Bugs that have been resolved.

Moderator: Graf Zahl

Locked
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

[WAD bug] A new Hellspawn Datapad

Post by Enjay »

If you play LilWhiteMouse's "A New Hellspawn" WAD, the datapad doesn't display properly in GZdoom. For example, when it is supposed to be showing the "set claymore" icon, it shows the cloaking armour (I think).

It works in Zdoom and (I think) GZdoom in software mode.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Since I haven't played the WAD yet and have no idea where to look, can you make a savegame witch some instructions how to produce the error?
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

OK, the WAD is here:

http://www.doomworld.com/idgames/index.php?id=14524

However, I'm not sure what is going on here. I have played the wad repeatedly over the last few days and every time I played the problem happened. However, I've just tried and I can't seem to reproduce the error.

The datapad is a weapon (as far as I can tell - I haven't checked the code). There are certain items in your inventory that are activated via the pad (once you have picked them up). You pick up the item, then select the datapad. You use alt-fire to cycle through the items in the datapad and press fire to use them. As you cycle through the items, a preview picture of each one appears on the datapad in your hand. Yesterday (and previously) every time I played the display on the datapad was wrong. When setting a claymore mine, the datapad would show the shadow armour icon, for example. ~However, I simply can't reproduce the error any more. Most frustrating.

Anyway, if you want to check it, load the file, skip the intro, kill monsters, walk forward through the first door and towards the sloped-up ramp directly ahead of you. before you go up the ramp, turn left and jump up on the 32 high grey box and then on to the larger box beside it to pick up 3 claymores. Select the datapad and then press altfire. If it is working, you should see a picture of the claymore with a green arrow above it. If it isn't, you'll see something else.

[Edit]I found a save from yesterday. It could well be messed up because of cheats and whatever, but it does show the datapad problem. However, it seems to show it in OpenGL and software mode. Anyway, switch to the datapad and you'll see the problem (I hope) but I can't guarantee the problem isn't due to something silly I did earlier during play.[/edit]
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

OK, I think I may have gotten to the root of the problem. Prior to playing ANHS on GZdoom, I'd only ever played it in Zdoom on medium or hard difficulty. When I played it with GZDoom, I wanted an easy ride so that I could see how it all looked without me bothering too much with the fights. I played it on very easy. When I quit, restarted and tested in software mode, I just started at the default skill setting.

It seems the problem only occurs on the very easy skill setting and it does so in Zdoom and GZdoom. So, I guess it's WAD problem rather than an engine one.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

off this goes ;)

And yes, Mouse made the common error to use Ammo as an inventory counter. Bad idea I'd say and perfectly responsible for this.
Locked

Return to “Closed Bugs”