[Common Bug] Pyro Demon's Escape Sequence Bug
- mattbratt11
- Topic Author
- Chaingunner
- Posts: 69
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- Blue Shadow
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- Posts: 1129
That was tested with GZDoom 2.1pre-1134.
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Did you modify it before give it a try? I have pyrodemons inside my Gore project since 2011 an didn't experienced any issues with any gzdoom git versions... FYI Gore has more than 70 different monsters, where many of them are just variations of r667 beasts (no, my pyrodemon has just new death, xdeath and raise anims). Post here your pyrodemon and let's see if its different from the repo one.
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- mattbratt11
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- Chaingunner
- Posts: 69
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Anyway I uploaded the latest version of Pyrodemon and had a try with GZDoom git1159: I spawned 8 pyros inside MAP01 of Doom II and I had no problems at all.mattbratt11 wrote: I didn't edit the Pyro Demon, it was remained untouched. I downloaded from the beastiary and gave it a testrun. My GZDoom git version is 1159.
What's your hardware/OS configuration mattbratt11? Especially which GL/sounds options are you using for GZDoom? Maybe your problems comes out from them.
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- Blue Shadow
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I'll report this as a bug at the ZDoom forums once I get a demo prepared for testing.
Edit:
After more testing, I've managed to pinpoint the source of the problem. The Pyroball actor's use of the DOOMBOUNCE flag is what triggers the issue. The solution is simple: replace the flag with BounceType "Doom". That should fix it.
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- Blue Shadow
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- mattbratt11
- Topic Author
- Chaingunner
- Posts: 69
It was OpenAL's problem, and I tested!
Thanks for pointing out.
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