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[Dehacked]PlaySound crashes when used on weapon frame

 
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Body-Guard
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Joined: 08 Jan 2006
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PostPosted: Thu Aug 15, 2013 2:39 pm    Post subject: [Dehacked]PlaySound crashes when used on weapon frame Reply with quote

As title.
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Lyfe
Puts the 'Z' in ZDaemon


Joined: 29 May 2002

PostPosted: Thu Aug 15, 2013 5:38 pm    Post subject: Reply with quote

Please provide a sample which reproduces the issue.

Please also never say "as title." Repeat yourself if you must, but don't say as-title. Noone wants to go locate the title on the page, taking away from their natural reading flow.
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Cybershark
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PostPosted: Fri Aug 16, 2013 1:47 am    Post subject: Reply with quote

...and I thought I was anal!
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Body-Guard
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PostPosted: Fri Aug 16, 2013 6:48 am    Post subject: Reply with quote

Lyfe wrote:
Please provide a sample which reproduces the issue.

Please also never say "as title." Repeat yourself if you must, but don't say as-title. Noone wants to go locate the title on the page, taking away from their natural reading flow.


Here you go: http://www.speedyshare.com/M2pUA/playsound.zip

Shoot the pistol to produce a crash.

As title: it takes a very little effort to read back if needed (title is like 50px above the opening post, with big white letters). Also, if you click on the topic you probably already read it's descriptive title and know the issue. Thus, I find it unnecessary to write the same thing again.
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Lyfe
Puts the 'Z' in ZDaemon


Joined: 29 May 2002

PostPosted: Fri Aug 16, 2013 3:41 pm    Post subject: Reply with quote

Body-Guard wrote:
Thus, I find it unnecessary to write the same thing again.

Copy & paste? And did you really have to start 9 topics for what is likely the same game behavior?

Regarding the submission: Does this work on any engine?
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Body-Guard
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PostPosted: Fri Aug 16, 2013 5:22 pm    Post subject: Reply with quote

Lyfe wrote:
Did you really have to start 9 topics for what is likely the same game behavior?


phenex2 wrote:
Welcome to the new bug tracking section!


This is the place where you can post client, server, launcher, irc and zsl
related bugs.

Please make a new thread for each single bug!


I cannot determine if they have the same problem, that is why I report, and devs fix. They are all different codepointers, sound emitter pointers may have a root problem, but eg. VileChase is a monster logic codepointer, and crashes too.

Quote:
Regarding the submission: Does this work on any engine?


This codepointer is an MBF feature. Either way, the game should not crash.
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Lyfe
Puts the 'Z' in ZDaemon


Joined: 29 May 2002

PostPosted: Fri Aug 16, 2013 7:35 pm    Post subject: Reply with quote

Body-Guard wrote:
Quote:
Regarding the submission: Does this work on any engine?


This codepointer is an MBF feature. Either way, the game should not crash.

My question is whether this should actually work the way you expect. The issue is that you're trying to use references to things in a spot that's not expecting references to them. (hence, crash.) While input can be validated so that the crash would no longer occur, that might not be expected behavior.

I'm really not familiar at all with what the MBF featureset is for dehacked references of this sort. E.g. I don't know if this is considered a valid design given the MBF implementation.
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Lyfe
Puts the 'Z' in ZDaemon


Joined: 29 May 2002

PostPosted: Fri Aug 16, 2013 7:49 pm    Post subject: Reply with quote

Quick references to related topics. (Each has sample wadfiles for similar function calls)

http://forums.zdaemon.org/viewtopic.php?t=15542 (CposRefire)
http://forums.zdaemon.org/viewtopic.php?t=15541 (FatRaise)
http://forums.zdaemon.org/viewtopic.php?t=15540 (FireCrackle)
http://forums.zdaemon.org/viewtopic.php?t=15539 (StartFire)
http://forums.zdaemon.org/viewtopic.php?t=15538 (VileChase)
http://forums.zdaemon.org/viewtopic.php?t=15537 (PlayerScream)
http://forums.zdaemon.org/viewtopic.php?t=15536 (Explode)
http://forums.zdaemon.org/viewtopic.php?t=15535 (Fall)
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Body-Guard
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PostPosted: Fri Aug 16, 2013 7:51 pm    Post subject: Reply with quote

I don't know how does MBF handle this. Still, it would be good if weapons had a custom sound playing codepointer as well, either this by extending to handle weapons too, or as a separate WeaponSound codepointer.

I gonna download MBF and post the test result here later.

EDIT: Thanks for collecting the links together Smile
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PostPosted: Sat Aug 17, 2013 7:12 am    Post subject: Reply with quote

MBF/Eternity behavior when this codepointer used on weapons: nothing happens.
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Lyfe
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PostPosted: Sun Aug 18, 2013 5:38 am    Post subject: Reply with quote

"Nothing happens" will likely be the bugfix to this. (eg, fix the crash and present the same behavior as MBF.) You may wish to submit a feature request to make this work the way you are hoping it would.
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PostPosted: Sun Aug 18, 2013 8:27 am    Post subject: Reply with quote

That is perfectly reasonable. There would be need for a custom weapon sound codepointer anyway, since in weapon frames, the Unknown 1 and Unknown 2 fields of the frames are used to modify sprite offsets (which is used by PlaySound as well). So the PlaySound codepointer would have undesired side effects anyway. Something like CustomRailgun with Args1 and Args2 could be implemented for playing weapon sounds.
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Kilgore
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Joined: 17 Jun 2003
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PostPosted: Tue Aug 26, 2014 3:49 pm    Post subject: Reply with quote

This need is covered as you now (110b03) have A_PlayWeaponSound.
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