[fixed] Polyobject Door Slide mirror issue/issues

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Nuxius
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Joined: Fri Sep 02, 2005 9:15
Location: Texas

[fixed] Polyobject Door Slide mirror issue/issues

Post by Nuxius »

On some occasions polyobjects will slide indefinitely, completely ignoring their movement length value. I've spent the past hour (or so) trying to figure why they sometimes do, and why they sometimes don't, and here's what I've come up with:

a)only seems to happen if there's another polyobject that's mirroring it
b)only seems to happen to north and south sliding polyobjects
c)speed values below 10 seem far less likely to have any problems.
d)speed values that are multiples of 10 don't seem to have these problems
e)polybjects that have to move further (say a value of 255) will *slightly* lessen your chances of having a problem (not by much though).


I've set up an example wad to show this:

The first door shows this problem, and will scroll indefinitely.
The second door works normally.
The third door shows this problem, and will scroll indefinitely.
The fourth door works normally.



Also of note, is that swinging doors seem to have problems as well. Whether it's related to this or not, I don't know; haven't had a chance to take a look at it yet.

If you want a example of it, load up this:

http://www.doomworld.com/idgames/index.php?id=13108

And in the console type "warp 4300 -95" and use the door in front of you. It will swing around twice before coming to it's proper position. In older versions it did not do this.

Once again I'm sure this is related to zDoom 2.0.98, but I've only had time to thoroughly test this in GZDoom; and besides, you'll probably find the problem and fix it before Randy will anyway. ;)
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dennisjj2
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Post by dennisjj2 »

All doors in Polyobject-test.wad opened correctly for me.
Nuxius
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Location: Texas

Post by Nuxius »

You obviously don't have the latest version (0.9.15) then.

Also of note, I just tested it in zDoom 2.0.98, and it happens there too. So this problem is from there.
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Graf Zahl
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Post by Graf Zahl »

It doesn't surprise me at all. I didn't trust Randy's fix for the rotating polyobjects from the start and this just confirms it.

And this particular bug shows perfectly why releasing beta versions for testing as frequently as possible is a good idea as opposed to sitting on one's code for month after month without letting anybody see it!


Fixed - and also submitted the fix to Randy.
Nuxius
Posts: 106
Joined: Fri Sep 02, 2005 9:15
Location: Texas

Post by Nuxius »

Funny thing is, for some reason, in the back of my mind I figured that this whole complicated problem would be caused by a few simple little lines of code (versus a bunch of lines of code, I mean). Ha :D
And this particular bug shows perfectly why releasing beta versions for testing as frequently as possible is a good idea as opposed to sitting on one's code for month after month without letting anybody see it!
Even from a user standpoint, I can agree with that. :)
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Graf Zahl
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Post by Graf Zahl »

Nuxius wrote:Funny thing is, for some reason, in the back of my mind I figured that this whole complicated problem would be caused by a few simple little lines of code (versus a bunch of lines of code, I mean). Ha :D

That's normally the case with bugs. It's mostly small oversights in larger blocks of code.

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