View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0000618 | Gameplay + OpenGL | [All Projects] Bug | public | 2017-04-22 08:35 | 2017-04-22 12:00 |
Reporter | _mental_ | ||||
Assigned To | |||||
Priority | normal | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Summary | 0000618: Water splash after loading saved game | ||||
Description | Replaying Enjay's Waterlab once again, I noticed one issue upon loading of saved game: some actors do water splash while they shouldn't. I tracked down the problem to this commit but found no way to make it work without reverting it. | ||||
Steps To Reproduce | Load attached save game with njwlgzd.pk3 using the latest GZDoom, dc3df4e at this moment. | ||||
Additional Information | Reverting the mentioned commit (and fixing one compilation error) will fix the problem: actors will no longer do splashes after loading. | ||||
Tags | No tags attached. | ||||
save0.zds (203,168 bytes) |
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... and now guess who I made that commit for... :D I guess the request was for this mod actually, so reverting it is certainly not what should be done. |
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My guess is that this is caused by boomwaterlevel not being serialized. I need to test but for that the savegame seems useless because the variable is not in there. |
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But boomwaterlevel wasn't serialized before and it worked. From my point of view this variable isn't updated in SplashCheck() because of UpdateWaterLevel(false) call. EDIT: Interestingly enough, if you enter a water at starting location without jumping it will sound like walking down a regular staircase. With jumping however it will do splash. EDIT 2: Serializing boomwaterlevel fixes the problem with splash after loading. |
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boomwaterlevel is old, but its function changed a bit when making Boom water splashier. The splash simply happened because the current state got lost when saving and reloading so the next comparison thought it had to do a new splash. About your first edit: Splashing requires a minimum velocity or step distance, this is to avoid constant splashing when monsters step into liquids which proved quite annoying. |
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Graf said: "I guess the request was for this mod actually..." You are correct. Thanks for addressing this issue without reverting the feature. :) |
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Date Modified | Username | Field | Change |
---|---|---|---|
2017-04-22 08:35 | _mental_ | New Issue | |
2017-04-22 08:35 | _mental_ | File Added: save0.zds | |
2017-04-22 08:45 | Graf Zahl | Note Added: 0001523 | |
2017-04-22 08:46 | Graf Zahl | Note Edited: 0001523 | View Revisions |
2017-04-22 08:51 | Graf Zahl | Note Added: 0001524 | |
2017-04-22 08:53 | Graf Zahl | Note Edited: 0001524 | View Revisions |
2017-04-22 09:04 | _mental_ | Note Added: 0001525 | |
2017-04-22 09:14 | _mental_ | Note Edited: 0001525 | View Revisions |
2017-04-22 09:17 | _mental_ | Note Edited: 0001525 | View Revisions |
2017-04-22 10:59 | Graf Zahl | Note Added: 0001526 | |
2017-04-22 11:00 | Graf Zahl | Status | new => resolved |
2017-04-22 11:00 | Graf Zahl | Resolution | open => fixed |
2017-04-22 12:00 | Enjay | Note Added: 0001527 |