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[324] killing exit floor bug

Posted: Sat Jun 20, 2009 21:55
by GuntherDW
I don't know for how long this has been in (g)zdoom, this happens on the floors where you have to stand on, and die to exit the level.
Just like in the end of E1 in Doom1.

But when it is being used as a "regular" exit to another level, and you kill yourself using the "kill" command because you want to speed it up, (the hud shows about 1HP instead of 0, or the ~10 when waiting for it like you should)
you enter the next level as a zombie.

You won't wake any of the monsters, you can shoot them but they won't "wake up", or shoot back. When using the chasecam, the player model still looks fine, but you're not even able to hurt yourself when standing on a lava pool or firing rockets against the wall.
I haven't tested crushers yet though.

Re: [324] killing exit floor bug

Posted: Sat Jun 20, 2009 22:30
by wildweasel
It shouldn't be possible for you to die while standing on the damaging floor/exit sector. If you were to be hit by a rocket with only a small handful of HP left while standing on the sector in question, the blow would never kill you. I would think that this is merely a case of "Don't do that!"

Re: [324] killing exit floor bug

Posted: Sat Jun 20, 2009 23:11
by Graf Zahl
Precisely that. Undefined situation. Not really worth bothering with. Maybe, when I have time I tale a look but it's low priority.

Re: [324] killing exit floor bug

Posted: Sun Jun 21, 2009 12:18
by Enjay
Any idea what would happen when using a script to kill the player in such a sector? If this also shows the bug, that strikes me as the only likely legitimate way for this to become a problem.

Re: [324] killing exit floor bug

Posted: Sat Jul 11, 2009 13:18
by Graf Zahl
Fixed. The Kill cheat assumed unconditional success and set the player to not shootable. It may only do that if the health is no longer positive.