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Orion

Joined: 12 Jan 2007 Posts: 414 Location: Brazil
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Posted: Wed Aug 12, 2009 8:31 pm Post subject: Annoying problem |
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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
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Posted: Wed Aug 12, 2009 9:07 pm Post subject: |
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by no mods...
which engine were you using?... _________________ What's a signature? |
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Orion

Joined: 12 Jan 2007 Posts: 414 Location: Brazil
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Posted: Wed Aug 12, 2009 11:43 pm Post subject: |
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Fitzquake  |
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Error Inside3D Staff

Joined: 05 Nov 2004 Posts: 558 Location: VA, USA
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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Thu Aug 13, 2009 7:13 am Post subject: |
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I do not recall ever seeing such a bug. But then I've also not used fitzquake much.
Try updating? _________________ What's a signature? |
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Spirit

Joined: 20 Nov 2004 Posts: 476
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Posted: Thu Aug 13, 2009 4:59 pm Post subject: |
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That does not seem normal. Have you tried a clean installation (no savegames, no config etc)?
Fitzquake is a great engine. _________________ Quake Maps |
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Orion

Joined: 12 Jan 2007 Posts: 414 Location: Brazil
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Posted: Thu Aug 13, 2009 5:13 pm Post subject: |
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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
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Posted: Fri Aug 14, 2009 12:12 am Post subject: |
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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. _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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redrum

Joined: 28 Mar 2007 Posts: 367 Location: Long Island, New York
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Posted: Sat Aug 15, 2009 3:06 am Post subject: |
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I have the same problem on my server!
How do you fix??? _________________ Welcome to the Overlook Hotel 69.113.123.178:27500 |
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metlslime
Joined: 05 Feb 2008 Posts: 177
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Posted: Sat Aug 15, 2009 3:23 am Post subject: |
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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
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Posted: Sat Aug 15, 2009 3:59 am Post subject: |
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LMAO... Ahh priceLESS!
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
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Posted: Sat Aug 15, 2009 4:56 am Post subject: |
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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
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Posted: Sat Aug 15, 2009 7:57 am Post subject: |
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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
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Posted: Sat Aug 15, 2009 1:28 pm Post subject: |
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Sounds great  _________________ zbang! |
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Orion

Joined: 12 Jan 2007 Posts: 414 Location: Brazil
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Posted: Sat Aug 15, 2009 6:25 pm Post subject: |
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@redrum just put in ThrowHead() (self.think = SUB_Null;) after self.nextthink = -1;  |
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