Hey everyone,
I'm making this thread to report three bugs that I feel are coming from engine limitations or probably my unawareness with the nature of gzdoom's handling capabilities. I posted a thread requesting for ideas for this right here:
http://forum.zdoom.org/viewtopic.php?f=3&t=54797
but didn't get too much reception so I attempted my own way with my understandings.
So here is the file:
https://www.dropbox.com/s/b9eqj0fgnevg ... V.wad?dl=0
The bugs are listed below:
1, Go to doom 2 stage, The Factory. Spawn the belphegor in a manner in which either he is on a higher platform than you or you are on a higher platform than him.
https://www.dropbox.com/s/y9ptrrlyrk73p ... 5.png?dl=0
https://www.dropbox.com/s/o8iuqpdp9oau3 ... 5.png?dl=0
Have him execute his attack. Watch what happens to the projectile anchor after the attack is done. I believe its a glitch. The cable heads just go spinning around him on a completely wrong z-plane.
2, The A_customrailshot has a Parameter called spread_xy, which is the Maximum angle of random horizontal spread. Defaults to 0.
Given that the railshot tends to merge into one on the target (when utilized by the shock anchor), which is the belphegor, I wanted to seperate the two of them via their correct offsets in relation to the speed of the shock anchor. The two shots should be pointed towards the hands of the enemy, but they don't. Instead they go all glitchy. The code I used for the offset in the anchor actors is:
NEDL A 0 ////PROBLEM 2!
{
if (velx>0){
A_setuservar(user_offset, 10);
}else
{ A_setuservar(user_offset, -10);}
return state(0)
}
3, When the taser starts its electrocution phase, the belphegor provides its target an inventory item called "Binditem". When this item is recieved it tells the victim actor to stop moving. I can see that the item has some success on the player, which tells me that it is indeed recieved properly but the script within it is not relaying at all. What causes this?
Three Glitches; Presumably engine related
Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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