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  Topic: Should friendly monsters really count towards boss specials?
rhinoduck

Replies: 1
Views: 64

PostForum: Implemented Requests   Posted: Fri Feb 02, 2018 11:29 am   Subject: Should friendly monsters really count towards boss specials?
As of now, (G)ZDoom does require all bosses (like Mancubi or Arachnotrons in MAP07) to die before a special is executed; even if they are friendly to you. Common sense dictates that this should not be ...
  Topic: Wrongly drawn console with retain_console
rhinoduck

Replies: 6
Views: 938

PostForum: Fixed Bugs   Posted: Fri Feb 02, 2018 6:52 am   Subject: Wrongly drawn console with retain_console
I'm not sure why anyone would use this ancient feature in ZDaemon, but, since it can happen, here's a report...

Introduced in zdbeta-20180130:

1. Make the game area smaller by pressing - (on alp ...
  Topic: Stealth monster variants can break boss specials
rhinoduck

Replies: 3
Views: 971

PostForum: Fixed Bugs   Posted: Thu Feb 01, 2018 7:02 am   Subject: Stealth monster variants can break boss specials
Works as expected in 1.10b09-20180131 now; both SP and CS.
  Topic: [ACS] Thing_Remove() and friendly monsters
rhinoduck

Replies: 3
Views: 276

PostForum: Fixed Bugs   Posted: Thu Feb 01, 2018 6:08 am   Subject: [ACS] Thing_Remove() and friendly monsters
What has been initially described in this issue now works fine as But the test also revealed one more remaining issue pertaining to friendly monsters; they increment the killed monsters counter when t ...
  Topic: Wrongly drawn console with retain_console
rhinoduck

Replies: 6
Views: 938

PostForum: Fixed Bugs   Posted: Wed Jan 31, 2018 10:28 am   Subject: Wrongly drawn console with retain_console
One more detail: [url=http://rhinoduck.net/downloads/temp/zdaemon/bugs/retain_console-vs-status-bar/blinking-doomguys-face.mp4]blinking-doomguys-face.mp4

This is why I was thinking of adjusting the ...
  Topic: Stealth monster variants can break boss specials
rhinoduck

Replies: 3
Views: 971

PostForum: Fixed Bugs   Posted: Wed Jan 31, 2018 8:41 am   Subject: Stealth monster variants can break boss specials
2018-01-31 00:23:12 <Kilgore> are you talking about barons of hell specifically or "boss deaths" ?
2018-01-31 08:13:09 <rhinoduck> goes for any pair of steal ...
  Topic: Wrongly drawn console with retain_console
rhinoduck

Replies: 6
Views: 938

PostForum: Fixed Bugs   Posted: Mon Jan 29, 2018 3:41 am   Subject: Wrongly drawn console with retain_console
Adding a at its start (the rest of the video showcases [url=http://forums.zdaemon.org/viewtopic.php?t=16924]the scoreboard over status bar bug).
  Topic: Scoreboard overlaps with minimized statbar at intermission
rhinoduck

Replies: 3
Views: 511

PostForum: Fixed Bugs   Posted: Mon Jan 29, 2018 3:39 am   Subject: Scoreboard overlaps with minimized statbar at intermission
My bet is on a wrong calculation of whether the scoreboard will fit with some font size and screen resolution combinations. Here is what I achieved by using 640x480 as resolution and Virtue 5 as the s ...
  Topic: Named Scripts in Loadacs get overwritten
rhinoduck

Replies: 2
Views: 1571

PostForum: Fixed Bugs   Posted: Sun Jan 28, 2018 11:55 am   Subject: Named Scripts in Loadacs get overwritten
I think this has been fixed as part of
9. 1.10b08 release (2017-09-04)
-----------------------------------------------------------------------
...

2. Extended the range of numeric ACS ...
  Topic: [ACS] NamedExecute across library boundaries is broken
rhinoduck

Replies: 2
Views: 123

PostForum: Fixed Bugs   Posted: Sat Jan 27, 2018 8:29 pm   Subject: [ACS] NamedExecute across library boundaries is broken
The fix is complete and nothing more needs to be done; I'm just going to leave this bit of information here as a clarification to my original post.

Given what we found out yesterday, i realised tha ...
  Topic: Don't take surv. life when disconnecting in death cam state
rhinoduck

Replies: 1
Views: 325

PostForum: Accepted / To be Implemented Requests   Posted: Thu Jan 25, 2018 10:54 pm   Subject: Don't take surv. life when disconnecting in death cam state
When I revisit my thoughts, this isn't as hot of an issue. Should it require spaghetti changes in current logic in the code, or have the potential to break expectations about when ACS scripts are bein ...
  Topic: [ACS] NamedExecute across library boundaries is broken
rhinoduck

Replies: 2
Views: 123

PostForum: Fixed Bugs   Posted: Thu Jan 25, 2018 1:55 am   Subject: [ACS] NamedExecute across library boundaries is broken
EDIT (2018-01-25 1:29 UTC): I originally uploaded a wrong test case, sorry; I reauploaded a "fixed" version of the test WAD now.

When ACS_NamedExecute or ACS_NamedExecuteAlways are called ...
  Topic: TNS memes !!LOLZ!!1
rhinoduck

Replies: 8
Views: 6212

PostForum: Thursday Night Survival   Posted: Thu Sep 07, 2017 8:31 pm   Subject: TNS memes !!LOLZ!!1
https://i.imgflip.com/1vgqxw.jpg
  Topic: [ACS] Thing_Remove() and friendly monsters
rhinoduck

Replies: 3
Views: 276

PostForum: Fixed Bugs   Posted: Thu Sep 07, 2017 2:01 am   Subject: [ACS] Thing_Remove() and friendly monsters
The Thing_Remove() ACS function will decrement the LEVELINFO_TOTAL_MONSTERS value, which is obtainable using a GetLevelInfo() call, even when removing a friendly monster. This can lead to the value be ...
  Topic: [ACSish] Monster counter on client out of sync with server
rhinoduck

Replies: 2
Views: 250

PostForum: Fixed Bugs   Posted: Thu Sep 07, 2017 1:57 am   Subject: [ACSish] Monster counter on client out of sync with server
In a net game, the Thing_Remove() ACS function will not update the scoreboard monster counter on the client; and neither will changing the friendliness of a monster using SetActorProperty() and APROP_ ...
  Topic: [ACS] PLAYERINFO_TIME always returns -1
rhinoduck

Replies: 1
Views: 349

PostForum: Fixed Bugs   Posted: Thu Sep 07, 2017 1:18 am   Subject: [ACS] PLAYERINFO_TIME always returns -1
When the GetPlayerInfo() ACS function is called to fetch the PLAYERINFO_TIME value, the returned value is always -1; except for the very first tick when the player joins for which it returns 0.

ACS ...
  Topic: Don't take surv. life when disconnecting in death cam state
rhinoduck

Replies: 1
Views: 325

PostForum: Accepted / To be Implemented Requests   Posted: Sat Aug 05, 2017 5:08 am   Subject: Don't take surv. life when disconnecting in death cam state
From the 1.10b07 changelog:
9. Slightly modified the survival rules: when someone disconnects
while playing, he doesn't get automatically blocked from re-
joining in the same level: ...
  Topic: Kicked from my own server with message "turbo"?
rhinoduck

Replies: 9
Views: 818

PostForum: Unconfirmed Bugs   Posted: Mon Jul 17, 2017 12:22 pm   Subject: Kicked from my own server with message "turbo"?
\o/
  Topic: Kicked from my own server with message "turbo"?
rhinoduck

Replies: 9
Views: 818

PostForum: Unconfirmed Bugs   Posted: Sat Jul 15, 2017 2:33 pm   Subject: Kicked from my own server with message "turbo"?
The additional movement will be added if the MF_JUSTATTACKED flag is set on the mobject (the player in this case); that flag gets set at the end of the [url=https://rhinoduck.net/git/zdaemon/tree/Zser ...
  Topic: Kicked from my own server with message "turbo"?
rhinoduck

Replies: 9
Views: 818

PostForum: Unconfirmed Bugs   Posted: Thu Jul 13, 2017 10:34 am   Subject: Kicked from my own server with message "turbo"?
I am not on ZD staff, so all I am going to do is leave an explanation here, and fly away.


Chainsaw pulls forward while cutting through flesh; this force is represented as player movement.

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