Chris Hansen Posted October 13, 2020 Hi there Anyone know why "183 SR crusher start (fast)" action fails to animate the switch texture in zDoom or gzDoom? It works in other sourceports like Eternity and prBoom+. The problem more specifically is that the switch texture animation on "SR crusher start" only stops working after the crusher has been stopped by either a WR or SR action. IE if you start the crusher via the switch then it animates correctly, but does not work the second time or after that. It simply stops animating the texture, but the effect is working: It does start the crusher. It just doesn't animate the texture. It's kinda hard for me to explain, so I've cooked up a tiny demo to show it. Anyone know what I'm doing wrong? Or is it a bug? Perhaps you know @Graf Zahl :) Demo, runs on E1M1: http://windward.dk/Doomstuff/crushertest.wad Best regards Chris 0 Share this post Link to post
plums Posted October 14, 2020 That is strange. Seems like a bug to me. I'm guessing it's something that got overlooked because repeatable switch crushers aren't a vanilla feature. It doesn't even work if you recreate the map in ZDoom Doom-in-Hexen format. Didn't try UDMF. 1 Share this post Link to post
Chris Hansen Posted October 14, 2020 I'm glad I'm not the only one having trouble figuring this out! Thank you for trying to help me, plums! I've already tagged Graf Zahl, but I'm not even sure he's the right guy. Maybe I should try and find out who or where I should go to with this issue. Or maybe you know? 0 Share this post Link to post
SilverMiner Posted October 14, 2020 (edited) https://www.dropbox.com/s/5a2mp2bo2i55m7p/crushertest.wad?dl=1 Try this in Zdoom (I tested in 2.8.1), the implementation here is like what I call "crutches" But I hope this ^ helps Now the switch really animates EDIT: Just've noticed both humph and switch on sounds appear when you press the button, gotta fix this Fixed. Link is the same 1 Share this post Link to post
Chris Hansen Posted October 14, 2020 (edited) Thanks @SilverMiner! That's an awesome trick! I have no idea how it works though :D Edit: Ahh, it's the "pass use action" you're using. Not that I know what that does. Never ever gave it any thought... how odd. What's its function? The question still remains though: Whom do I report this bug to? It should be fixed imho. 0 Share this post Link to post
wrkq Posted October 14, 2020 Probably would be best to post over here. https://forum.zdoom.org/viewforum.php?f=2 If you don't want to bother with registering, the bugs subforum is open for non-registered posting (and generates bizarre unique names for each of the guests). 1 Share this post Link to post
Chris Hansen Posted October 14, 2020 Thank you, @wrkq. I'll take a look :) 0 Share this post Link to post
Chris Hansen Posted October 14, 2020 Graf Zahl is already aware of the problem it would seem. I posted a bug report and he linked that to me. Anyway, I'm just going to either copy what Silverminer did or completely scrap the switches and let the crushers run forever. I just wanted to let the player have the opportunity to stop the noise ;) 0 Share this post Link to post
hawkwind Posted October 15, 2020 (edited) ... and this bug has been present in zdoom for at least 3 years ... Should work in Boom or MBF compatibilty, but doesn't. Actually applies to all SR crusher types. Edited October 15, 2020 by hawkwind 0 Share this post Link to post