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tint powerup crashes when seeing colored blood
Posted: Mon Mar 26, 2007 6:12
by anakin s.
Code: Select all
ACTOR DarkClawTint : PowerupGiver
{
+AUTOACTIVATE
Inventory.Amount 1
Inventory.MaxAmount 1
Powerup.Type "LightAmp"
Powerup.Duration 400//20
Powerup.Color 5 5 255 0.5
}
When I give this item to myself, the screen turns blue. No problem. When I have this item and shoot a monster that has the normal (uncolored) blood, no problem. But when I have this item and shoot a monster that has BloodColor set (specifically spawning colored blood), gzdoom crashes.
EDIT: It happens with normal Infrared as well.
EDIT: I tried it with another wad and it didn't crash. Maybe it's this code I used for the blood splat.
Code: Select all
ACTOR RedBloodDrops : Blood replaces Blood
{
Game Doom
Health 11
Radius 10
Height 5
Mass 110
Renderstyle Translucent
Alpha 1.0//0.5
Scale 1.0//0.42
Speed 10
ReactionTime 8
- NOGRAVITY
+CORPSE
+DONTSPLASH
+DROPOFF
- NOLIFTDROP
- NOBLOCKMAP
States
{
Spawn:
BLOD C 0
BLOD C 8 ThrustThingZ(0, random(0, 10), 0, 0)
BLOD B 8 ThrustThing(random(0, 255), random(0, 5), 0, 0)
BLOD A 8
Goto Spawn+2
Crash:
POB2 A 0 A_Jump(110,4)
POB2 A 4 A_PlaySound("splat")
POB2 A 1000 A_Gravity
POB2 A 1 A_FadeOut(0.005)
Goto Crash+3 // Goto Spawn+3
POB2 A 4 A_PlaySound("splat")
POB2 A 1000 A_Gravity
POB2 A 1 A_FadeOut(0.005)
Goto Crash+3 //Spawn+6
}
}
Posted: Mon Mar 26, 2007 8:45
by Graf Zahl
Can you post your crash log?
Posted: Tue Mar 27, 2007 4:37
by anakin s.
This is the crash report.
Posted: Tue Mar 27, 2007 8:54
by Graf Zahl
The crash is caused by a feature that wasn't working properly and disabled as a result of that recently. Go to the menu for GL options and set Boom Colormap handling to Blend and the crash should go away.
In the next release this feature will be disabled.
Posted: Tue Mar 27, 2007 18:05
by anakin s.
Thank you. Will I have to change something in my mod?
EDIT: I did change the boom colormap handling but the crash is still there.
Also, the thrust of the blood splats pushes me as well when shot. Is there a way to make the blood splats not push the player around when they're thrust?
Posted: Tue Mar 27, 2007 18:14
by Graf Zahl
The crash was caused by an improper check that involved the light amplification powerup and mistook it for a Boom colormap. But since there was no valid data at that index it crashed.
Boom colormaps are purely for backwards compatibility with old levels and the palette option was there to better handle odd colormaps. However, upon closer inspection of the available levels I noticed that the blend option works with anything that has been released so I decided to remove the feature as it only complicated the texture management and caused glitches elsewhere as well.
Posted: Tue Mar 27, 2007 18:52
by anakin s.
But it still doesn't work even after changing it to blend. Is there something else I need to do? Or just wait for the next version?