[fixed]Drowning? - maybe not

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Enjay
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[fixed]Drowning? - maybe not

Post by Enjay »

Not sure if this is a bug, or an intended result of a feature. I notice from the changelog that drowning in water is disabled if a fragglescript is found. I've also noticed that I don't seem to be drowning in the deep water in my levels. I have a FSGLOBAL lump to change the player inventory and one map uses a FS to change the player view height at the start of the level. The level concerned has no deep water however, I don't seem to be able to drown in any of the levels.

Are my fragglescripts responsible for me apparently being able to stay under water for hours? If so, can something be done to allow FS and drowning to exist alongside each other? Apart from anything else, it's made all my cunningly placed rad suits a bit pointless. :(

[edit]Thinking about it more, this is almost certainly not a bug, so I guess I should have posted it as a feature request. Sorry.[/edit]
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Post by Graf Zahl »

Yes, the presence of FraggleScript is the reason it doesn't work. I wanted to change it so that it can be overridden in the [Level Info] block of the FS lump (I can't use MAPINFO here due to the order of parsing. When FS is loaded I don't have any information about MAPINFO's contents) but it seems I forgot that part. FSGLOBAL shouldn't affect drowning at all since it is a GZDoom extension.

I had to put in that override in the code because otherwise Legacy maps that use deep water don't work properly. In Legacy you can't drown and some maps I tested became unplayable due to that
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Post by Graf Zahl »

EDIT: Actually there is a bug here: The FS lump was loaded before the map format was checked so it was disabled for Hexen format maps as well.
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Post by Graf Zahl »

Fixed: Now it works as follows:

- FSGLOBAL does not affect the airsupply setting at all
- In Hexen format maps the airsupply setting is also not affected
- In Doom format maps with their own FS lump you have to put

Code: Select all

drown = 1
into the [Level Info] block of FS to override Legacy's no drowning default.
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Post by Enjay »

OK, thank you. At least there was a bug in there somewhere that I helped draw your attention to. ;)

I know that, originally, I was complaining about not drowning, but it now seems that you have effectively built in a way of allowing maps where drowning is not possible - provided you are editing in Doom format. If I want a drown-free map, I just have to insert a simple FS for my levels et voila, no drowning. Is there no way this could be extended to be a) available in all formats, somehow and b) be less of a work-around for the mapper?

I'm surprised that when the community build or possibly GZdoom was done you didn't implement a way of setting the drowning time, especially as you have been one of the most vocal about the default time being too short. I know that in the past you have suggested a MAPINFO option, but that, presumably, would make the value universal for each map. Would it not be more flexible to have a way of varying the drown time on a case by case basis? That way you could have horrible, sludgy, toxic water where damage kicks in quicker than cool, clear, bubbling, fresh water - all on the same map. Being able to set this as an arg for the water thing would have made sense, but now water can be swimable by other methods so perhaps that is less of an attractive option these days.
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Post by Graf Zahl »

No, it's much easier. There's an 'airsupply' property for MAPINFO (which is also in .96x and going to be in official ZDoom as well.) If you set that to 0 it means infinite air. Otherwise it specifies the amount of seconds until you start to drown.

In case you haven't noticed: GZDoom's default air supply is 20 seconds, not 10 like in ZDoom which is a ridiculously short amount of time. Even I can old out longer.
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Post by Enjay »

I thought it seemed longer in GZdoom - better too. I hadn't realised the MAPINFO feature was in already. I did a Wiki search and couldn't find it, or anything for the various terms I tried (still can't - presumably it's not there). Is the 'airsupply' property on a map-per-map or a global basis?

Presumably, the only way to have varying air supply effects within one map is via scripting. ATM, I don't need it, I'm just wondering.
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