In Coop, the Arch-viles have some pretty wacky behavior. Most of the time, their attack/fire sprites are missing, making it pretty difficult for them to fight in an online game (they could be attacking you in their walking sprite and you wouldn't notice, causing you to get hit and lose a lot of health or die).
Sometimes, when they resurrect monsters, they'll be brought back into their walking sprite, but you'll be able to walk right through them. I don't know if there is a fixed way or a random way to reproduce that problem, but it's an easy one to spot. However, they can still resurrect the monsters that are in the walking sprite (that you can't shoot or anything), and it's all better.
This issue sounds netcode related, meaning it probably has to go in for 1.09 and not any future 1.08.XX releases, if there are any.
The problem with the Archvile flames lies in the A_Fire codepointer. When the flames are created, the frames on it call A_Fire repeatedly, which is responsible for updating the position of the flames.
This is somewhat similar to the issue with homing revenant missiles.
1. the flames are spawning at the right place initially,
but should follow the player when he moves. that works only
offline atm.
2. there definetly is a problem with the archvile states online.
mostly when you shoot it, and the pain state should show, it
gets hung up in the walking frame while its already attacking you.
this will need some proper analysis of what exactly is going wrong.
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