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Zdaemon 1.08 Bugs
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Doomination
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Joined: 23 Oct 2006
Location: It's NOT lupus. Posts: 6.022 x 10^23

PostPosted: Wed Jul 15, 2009 3:50 pm    Post subject: Reply with quote

spacepirate wrote:
There is this annoying bug in every server. That is, you sometimes see the sprites of a Soulsphere or a Megasphere, but it hasn't respawned yet. It looks like it.

Do you guys know what I am talking about?


didn't kilgore fix this in 1.08.08? I swear I remember reading something like that in the changelog.
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Cybershark
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Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Thu Jul 16, 2009 12:14 am    Post subject: Reply with quote

It was fixed in one of the release candidates that are floating about (and are linked to in the #zdplayers channel topic).
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Dopefish
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Joined: 18 Aug 2006
Location: From the shadows I come!

PostPosted: Fri Jul 24, 2009 11:23 am    Post subject: Reply with quote

Well, this one is pretty old though. When using r_detail 2 , there is bad rendering when closing the console. And when using r_detail 3, the screen goes shit when console is opened.
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spacepirate
AssPants


Joined: 25 Jan 2005
Location: que pasa

PostPosted: Fri Jul 24, 2009 11:52 am    Post subject: Reply with quote

Yeah or what about the invisible lifts? Almost everytime I make a lift go down it goes invisible and then I need to wait for the sound so I know it is down.

Familiar?
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Cybershark
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PostPosted: Fri Jul 24, 2009 3:23 pm    Post subject: Reply with quote

I think we're stuck with that behaviour for lifts which move at odd speeds until we get the 1.09 netcode.
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spacepirate
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Joined: 25 Jan 2005
Location: que pasa

PostPosted: Mon Jul 27, 2009 9:03 pm    Post subject: Reply with quote

Ow. Well good luck then. Razz

It also reminds me about some weird looking Help if you press F1. You always see weird vertical lines... small bug though.
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DoomerMrT
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Joined: 09 Mar 2007
Location: http://destiny-server.ath.cx/forums/

PostPosted: Mon Aug 24, 2009 10:56 am    Post subject: Reply with quote

This bug is in since forever: the weapons' select and deselect states are mixed up in dehacked.
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Xenaero
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Joined: 23 May 2003
Location: United States Clan: UniDoom

PostPosted: Mon Aug 24, 2009 5:14 pm    Post subject: Reply with quote

Cybershark wrote:
It was fixed in one of the release candidates that are floating about (and are linked to in the #zdplayers channel topic).


What's weird is I just got this last night while playing ctf on the final 1.08.08. Don't know what's up, since when I tried to recreate it, it wouldn't do the same thing. I guess it's a fluke. Ima keep my eyes open though.
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Kilgore
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Joined: 17 Jun 2003
Location: Up the river

PostPosted: Mon Aug 24, 2009 6:24 pm    Post subject: Reply with quote

Xenaero: sometimes this can and *will* happen because of a dropped packet (the packet that tells your client that the item has been taken). But it's related to the net connection quality, the load, etc. It's not systematic like it used to be before 1.08.08. That's why it's harder to reproduce it.
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Cybershark
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PostPosted: Mon Aug 24, 2009 7:45 pm    Post subject: Reply with quote

Non-player activated exits causing a crash - read here for elucidation.
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The Ultimate DooMer
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Joined: 30 Aug 2004

PostPosted: Mon Aug 24, 2009 8:50 pm    Post subject: Reply with quote

Splash damage (from your own rocket) is completely broken on servers launched with zsl 2.0.0.0 b22. (b18 was fine)

And lifts with a speed of 4 go invisible, even though it's a power of 2.
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Cybershark
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PostPosted: Mon Aug 24, 2009 10:11 pm    Post subject: Reply with quote

If, as you say, it was 'completely' broken on that server build do you not think we'd have had a truckload more complaints by now?

Check your splashfactor value methinks Wink
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Kilgore
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Joined: 17 Jun 2003
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PostPosted: Mon Aug 24, 2009 10:46 pm    Post subject: Reply with quote

TUD: update your ZSL. It's long fixed.
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Empyre
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Joined: 13 Dec 2006
Location: Texas, USA

PostPosted: Mon Aug 24, 2009 11:59 pm    Post subject: Reply with quote

I just looked here, and beta 22 is the latest version.


For now, my coop server is using vampire mode, and it is not working exactly as described in the change log. Players are healing to full sphere health, 200, instead of halfway between normal and sphere, 150. To try to balance this, I used dmflags to disable all other means of getting health, although unfortunately, that means there is also no blue armor, rad suit, or invulerability. However, the vampire mode is so powerful that I think it is still a good deal.


Last edited by Empyre on Tue Aug 25, 2009 12:07 am; edited 1 time in total
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The Ultimate DooMer
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Joined: 30 Aug 2004

PostPosted: Tue Aug 25, 2009 12:05 am    Post subject: Reply with quote

I updated to that today...and then find out 3 posts ago that it's controlled by a setting called splashfactor, which does not have the normal splash damage (1) set as a default. Instead it has 0 splash damage set, presumably so that survival mods have the idiot-in-your-face-when-you-fire-a-rocket factor taken out. Good for survival mods, bad for any servers where rocket jumping is used (including ctf etc.)

(assuming ofc that not every server admin reads and understands the changelog and applies the new function to every server)
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soncdoommario
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Joined: 19 Jun 2004
Location: Attleboro, Massachusetts

PostPosted: Tue Aug 25, 2009 12:16 am    Post subject: Reply with quote

The Ultimate DooMer wrote:
Splash damage (from your own rocket) is completely broken on servers launched with zsl 2.0.0.0 b22. (b18 was fine)

And lifts with a speed of 4 go invisible, even though it's a power of 2.


The splashfactor was magically set to 0 in beta 22 of ZSL. It can be fixed (for now) by just going to extra game settings and setting it to the default of 1, or whatever you'd want it to be.

Found this out thanks to the help of Doom2Pro, Kilgore, and a few members on this community. I kept getting insane as to why the final Icon of Sin boss wouldn't die after hitting it 2394003429048 times.
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Empyre
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Joined: 13 Dec 2006
Location: Texas, USA

PostPosted: Tue Aug 25, 2009 1:18 am    Post subject: Reply with quote

Oh, the splash damage doesn't hurt the enemy either? We can't have that.
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soncdoommario
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Joined: 19 Jun 2004
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PostPosted: Tue Aug 25, 2009 5:03 am    Post subject: Reply with quote

Correct. I tried that out with Romero's Head.

Now, in many of the WADs, Romero is hurt with splash damage, not with direct hits. This applies to Doom 2, Plutonia, Plutonia 2, Alien Vendetta, and Hell Revealed, just to name a handful. He never died in any of these WADs when the splashfactor was set to 0 too. Can't even rocket suicide either.

In TNT, it did die. It's the only WAD I know where Romeo takes direct hits,
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Kilgore
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Joined: 17 Jun 2003
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PostPosted: Wed Aug 26, 2009 7:42 pm    Post subject: Reply with quote

Empyre: read item 98 on the changelog.

TUD and sonicdoommario: if it's fixed to the proper default value in the latest ZSL, then there is no point in continuing this. It was a simple bug, it was quite obvious that something was wrong, it got fixed pretty quickly, it's over. It's not the end of the world no matter what some people think.
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soncdoommario
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Joined: 19 Jun 2004
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PostPosted: Wed Aug 26, 2009 8:04 pm    Post subject: Reply with quote

Really? You happen to have a copy of beta 23 (or higher)?

If so, sweet.
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