The Hexen Glitter Bridge doesnt spawn in Doom maps

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Doorhenge
Posts: 4
Joined: Tue Jul 03, 2007 0:47

The Hexen Glitter Bridge doesnt spawn in Doom maps

Post by Doorhenge »

Even though in all Zdoom derivatives the sprite doesn't rotate, only in GZdoom, the Hexen Glitter Bridge sprite doesnt spawn at all in Doom maps.

Instead of all things a shotgun spawns and falls to the ground.

I do have the TLGL sprites in my Doom run wad.
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Graf Zahl
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Post by Graf Zahl »

How do you try to spawn it?
Doorhenge
Posts: 4
Joined: Tue Jul 03, 2007 0:47

Post by Doorhenge »

First you have to have all the TLGL sprites A through E in there, then you make a mapspot up in the air.

Unless you somewhat forgot how to position that. Make a bridge sprite first, move it up in the editor then turn it into a mapspot, thats what I do.

Give the thing a tag of 1

then make a script that goes

Code: Select all

#include "zcommon.acs"
script 1 OPEN
{
Thing_SpawnNoFog(1, 21, 0);
}
you could make it say

Code: Select all

Thing_SpawnNoFog(const:1, T_BRIDGE, 0);
but its the same thing.

In Zdoom and others, the sprite shows up correctly. Only in GDoom, does it spawn a shotgun.

Map02 in Hexen has this bridge -sort of - right before the exit to the hub. Go in Hexen and type "kill monsters" then noclip to the part at the end of the map to view it.

I kind of like the Doom version of the bridge, so if your gonna make it sos the Hexen version of the bridge shows up, preserve this one with another number/name or somethin' - but it's up to you.

Here I made a test map.

http://rapidshare.com/files/60335843/br ... t.zip.html
Last edited by Doorhenge on Fri Oct 05, 2007 1:20, edited 1 time in total.
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Graf Zahl
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Post by Graf Zahl »

Fixed. The shotgun had the wrong spawn ID in the latest code.
Doorhenge
Posts: 4
Joined: Tue Jul 03, 2007 0:47

Post by Doorhenge »

Thanks, your the best.
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