[1.2.01] Bug: switched dead players' colors in coop

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SnailMan
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Joined: Sun Jul 05, 2009 20:14

[1.2.01] Bug: switched dead players' colors in coop

Post by SnailMan »

When I play in cooperative sometimes I die and my corpse takes the color of my friend's doomguy.

This is at times annoying, since you can't identify who died where :)

This bug happened in all wads that I played and I'm experiencing it since the first time I played GZDoom in coop (I think around version 1.0.32) but only now I thought of posting it... I hope there will be a solution :)
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Edward850
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Re: [1.2.01] Bug: switched dead players' colors in coop

Post by Edward850 »

A. This also happens in deathmatch.
B. This is more of a zdoom bug, rather then just gzdoom.
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Torr Samaho
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Re: [1.2.01] Bug: switched dead players' colors in coop

Post by Torr Samaho »

Some more info on this bug: Only the GL renderer is affected, in software the player corpses are rendered properly. Furthermore, the problem still occurs in revision 450.

What happens is the following: The 33rd corpse uses the translation of the 1st corpse, the 34th the one of the 2nd and so on. To me it looks like the GL renderer only uses the TRANSLATION_PlayerCorpses table entries that are written in there for the first time. In other words, the first call of G_QueueBody initializes translationtables[TRANSLATION_PlayerCorpses][0] and the GL renderer happily uses this translation table. When G_QueueBody is called for the 33rd time, translationtables[TRANSLATION_PlayerCorpses][0] is overwritten (and properly used by the software renderer), but the GL renderer ignores the new table and still uses the table from the first G_QueueBody call.
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Graf Zahl
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Re: [1.2.01] Bug: switched dead players' colors in coop

Post by Graf Zahl »

Actually it was a bug in ZDoom's code - one that just went unnotced in the software renderer. The translation was never notified that it was changed so the GL renderer never knew.
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Torr Samaho
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Re: [1.2.01] Bug: switched dead players' colors in coop

Post by Torr Samaho »

Ah, I see. Thanks for the fix :).
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