New old Quake bug?
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New old Quake bug?
I just stumbled into a bug that (reproducable) leaves a non-solid zombie behind.
Get this map http://www.quaddicted.com/filebase/abw.zip
Go into the room where the silver key sits on the lift above lava.
Your target is the zombie on the right when you look at the teleporter.
Have the zombie and hellknight get mad at each other.
Now comes the tricky part: Hurt the zombie so it gets down (it must lay, I guess that's when it's status is changed) right before the hknight attacks it. The hknight must be in his attack already or it won't work.
The zombie will immediately be awoken and in melee with the hknight. Now it is non-solid.
Two demos: http://www.quaketastic.com/upload/files ... biebug.zip
I tried it in Fitzquake, an unreleased engine and Darkplaces (don't forget sv_gameplayfix_blowupfallemzombies 0) so this surely is a QC bug.
Is this a know bug (I checked QIP)? Any of you awesome people mind dissecting it? I always love learning more about the inner workings.
My guess would be that the zombie is not non-solid to non-players allowing them to awake it without revoking the non-solidness.
Get this map http://www.quaddicted.com/filebase/abw.zip
Go into the room where the silver key sits on the lift above lava.
Your target is the zombie on the right when you look at the teleporter.
Have the zombie and hellknight get mad at each other.
Now comes the tricky part: Hurt the zombie so it gets down (it must lay, I guess that's when it's status is changed) right before the hknight attacks it. The hknight must be in his attack already or it won't work.
The zombie will immediately be awoken and in melee with the hknight. Now it is non-solid.
Two demos: http://www.quaketastic.com/upload/files ... biebug.zip
I tried it in Fitzquake, an unreleased engine and Darkplaces (don't forget sv_gameplayfix_blowupfallemzombies 0) so this surely is a QC bug.
Is this a know bug (I checked QIP)? Any of you awesome people mind dissecting it? I always love learning more about the inner workings.
My guess would be that the zombie is not non-solid to non-players allowing them to awake it without revoking the non-solidness.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
ai_melee is to blame for this. :)
Once it starts the Hellknight's attack sequence continues regardless of the target's status. ai_melee doesn't check if the target is non-solid or otherwise should not be damageable. It just flat out applies damage to the target, which brings the zombie out of the zombie_paine sequence and leaves it non-solid.
It's an easy issue to fix, all that needs to be done is set the zombie's .takedamage to DAMAGE_NO when it goes non-solid and set it back to DAMAGE_AIM when it gets back up.
Once it starts the Hellknight's attack sequence continues regardless of the target's status. ai_melee doesn't check if the target is non-solid or otherwise should not be damageable. It just flat out applies damage to the target, which brings the zombie out of the zombie_paine sequence and leaves it non-solid.
It's an easy issue to fix, all that needs to be done is set the zombie's .takedamage to DAMAGE_NO when it goes non-solid and set it back to DAMAGE_AIM when it gets back up.
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Supa - Posts: 164
- Joined: Tue Oct 26, 2004 8:10 am
Heh, what a silly oversight. "It cannot happen so no need to prevent it" ... "Ooops!"
Thanks!
Thanks!
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
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