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Orion



Joined: 12 Jan 2007
Posts: 413
Location: Brazil

PostPosted: Wed Aug 12, 2009 8:31 pm    Post subject: Annoying problem Reply with quote

I played Quake with no mods active a few minutes ago, and sometimes an annoying bug happens: when I gib a monster, his head is still "alive". His head "runs" over the floor and can shoot or use melee attacks. As the head is non-solid it is unkillable. And I almost always die because of these heads that don't stop following and shooting me!

I know how to fix that, but what exactly causes this?
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Wed Aug 12, 2009 9:07 pm    Post subject: Reply with quote

by no mods...


which engine were you using?...
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Orion



Joined: 12 Jan 2007
Posts: 413
Location: Brazil

PostPosted: Wed Aug 12, 2009 11:43 pm    Post subject: Reply with quote

Fitzquake Wink
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Error
Inside3D Staff


Joined: 05 Nov 2004
Posts: 558
Location: VA, USA

PostPosted: Thu Aug 13, 2009 6:52 am    Post subject: Reply with quote

well there's your problem right there Shocked

*cough*
















...no really...
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Thu Aug 13, 2009 7:13 am    Post subject: Reply with quote

I do not recall ever seeing such a bug. But then I've also not used fitzquake much.
Try updating?
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Spirit



Joined: 20 Nov 2004
Posts: 476

PostPosted: Thu Aug 13, 2009 4:59 pm    Post subject: Reply with quote

That does not seem normal. Have you tried a clean installation (no savegames, no config etc)?
Fitzquake is a great engine.
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Orion



Joined: 12 Jan 2007
Posts: 413
Location: Brazil

PostPosted: Thu Aug 13, 2009 5:13 pm    Post subject: Reply with quote

Man that is VERY RARE to happen. But happens. And also I'm not sure if I definitely fixed the problem. I just put a self.think = SUB_Null; on ThrowHead(). But at least it didn't happen anymore...

Maybe this happens because for exaple a monster is gibbed EXACTLY when it starts to run one of his animation frames.. EXACTLY when it executes one of his animation no matter what. And then, the self.nextthink = -1; on ThrowHead may by owerwriten by that one happened in the frame. That's why it's rare to happen though.
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Fri Aug 14, 2009 12:12 am    Post subject: Reply with quote

Are you really sure you're running vanilla QuakeC ? I already found this bizarre bug when messing around with new monsters (regardless the engine), and suddenly every time I blasted a grunt his head pursuited me trying to avenge the rest of his gibbed body... Don't recall how I fixed that though.
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redrum



Joined: 28 Mar 2007
Posts: 367
Location: Long Island, New York

PostPosted: Sat Aug 15, 2009 3:06 am    Post subject: Reply with quote

I have the same problem on my server!

How do you fix???
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metlslime



Joined: 05 Feb 2008
Posts: 177

PostPosted: Sat Aug 15, 2009 3:23 am    Post subject: Reply with quote

I'm flattered to be given credit for what sounds like an awesome mod!
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Sat Aug 15, 2009 3:59 am    Post subject: Reply with quote

LMAO... Ahh priceLESS! Razz


metlslime wrote:
I'm flattered to be given credit for what sounds like an awesome mod!
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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Sat Aug 15, 2009 4:56 am    Post subject: Reply with quote

zombies like 100 comming at u robotron style and they turn in to floating biting skulls, when shot!!
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negke



Joined: 16 Apr 2008
Posts: 56

PostPosted: Sat Aug 15, 2009 7:57 am    Post subject: Reply with quote

In this sense, inserting the tarbaby code in ThrowHead() sounds like a good idea.
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jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Sat Aug 15, 2009 1:28 pm    Post subject: Reply with quote

Sounds great Very Happy
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Orion



Joined: 12 Jan 2007
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PostPosted: Sat Aug 15, 2009 6:25 pm    Post subject: Reply with quote

@redrum just put in ThrowHead() (self.think = SUB_Null;) after self.nextthink = -1; Wink
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