entryway
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Posts: 2522
Registered: 01-04 |
Graf Zahl said:
If you create patches that depend on timing glitches proper function is not guaranteed. You didn't clear the A_SpawnSound call which in turn also calls A_SpawnFly and it just so happens that ZDoom reaches this and spawns the monster.
A_SpawnFly depends on very special setup to work (e.g. all frames having the same duration) and some of this had to be changed to allow custom cubes. In particular this means that ZDoom does no longer count A_SpawnFly calls but actual gametics to determine the cube's location.
Sorry, but this can't be changed unless a compatibility option was added. I'll do that if some real world WAD proves that this is essential. But to me all this seems to do is create useless cubes.
http://prboom-plus.sf.net/zdoom_deh_test2.zip
The only difference between two wads is Z coordinate of spawner ("spawned on ceiling" flag)
Why these wads work differently if zdoom is precise?
ADDED:
To avoid crashes you probably want to add check for NULL after
spit = P_SpawnMissile (self, targ, spawntype);
See map30 with DEH from the first post.
Last edited by entryway on 11-04-09 at 19:07
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