[fixed]BossEye actor always invisible - DEHACKED problem

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:

[fixed]BossEye actor always invisible - DEHACKED problem

Post by Enjay »

The BossEye actor doesn't seem to be able to be made visible using dehacked. By default, the actor is invisible, but I had DEHACKED it to behave like a more normal enemy. However, on checking a level, I seemed to be being attacked by an invisible enemy. After a bit of investigation, I found that it was a BossEye that had been spawned with a script.

I'm not sure if it's just the visibility or all the bits of the actor (hard to tell when you can't see him) but all other attributes of the DEHACKED patch seemed to work. ie, it had different sounds, health, was moving around and shooting me...

I don't know how much you are bothered by this - I only noticed it because I have been converting some of my DEHACKED enemies to DECORATE ones but I'd missed an instance where I'd spawned the BossEye actor using Spawnspot (so the original featured in the level rather than the DECORATE defined actor).

For a quick test, this dehacked patch demonstrates the problem. It simply makes the default actor visible (it uses the Wolfenstein guy sprites). Load it in 2.0.63a, 2.0.96x or 2.0.97 and summon a BossEye at the console and you will see a stationary SS Nazi appear in front of you (and make the Icon of Sin wake-up noise). Do it in GZDoom, and you hear the actor, but you don't see it.

Code: Select all

Patch File for DeHackEd v3.0

# Note: Use the pound sign ('#') to start comment lines.

Doom version = 19
Patch format = 6


Thing 27 (Demon Spawner)
Bits = 16
As far as I can tell, all my other DEHACKing from the original mod where I noticed the problem is working as it should. However, it's now about 50/50 DEHACKED and DECORATE, so I'm kind of loosing track of what is what.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Hmm. I had to make it invisible by other means because it didn't react to sound anymore. The thing is, there is absolutely no way to make it 100% Dehacked compatible and react properly to sound.

Now I make it invisible by giving it an invisible sprite. The default is the SS Nazi and IMO that is rather useless anyway so hopefully it doesn't interfere with Dehacked.
User avatar
nwbeeman
Posts: 146
Joined: Mon Oct 17, 2005 1:18
Location: Tampa

Post by nwbeeman »

Graf Zahl wrote:Hmm. I had to make it invisible by other means because it didn't react to sound anymore. The thing is, there is absolutely no way to make it 100% Dehacked compatible and react properly to sound.

Now I make it invisible by giving it an invisible sprite. The default is the SS Nazi and IMO that is rather useless anyway so hopefully it doesn't interfere with Dehacked.
I know this is old, but in certin DOOM2 IWADS (Gemany) the SS Nazi sprites and Wolf3d secret levels do not exist. Would this cause a crash?
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

The German IWAD only omits the levels. All the textures and sprites are in there.
User avatar
TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell
Contact:

Post by TheDarkArchon »

I take it the MAP15 secret exit is also edited out.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

No. It just leads to MAP16. The secret exit code actually checks whether MAP30 is present and if not pretends to perform a normal exit.

I think the most telling thing is that there's an official patch to add the 2 maps back in.
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

So what's actually missing from the IWAD? Is it just the levels or all the Nazi related stuff (sprites, textures, sounds, etc)?

I knew there was a patch, but I didn't realise it was an official one. That is interesting.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

AFAIK just the 2 levels. But that's only indirect information. Back then everybody playing the game had a complete WAD. I don't know a single person who bought that amputated thing.
Locked

Return to “Closed Bugs”