Index | FAQ | Search | Memberlist | Usergroups | Profile | Log in to check your private messages | Log in | Register

Annoying problem Goto page 1, 2 Next

| Inside3d Forums Forum Index -> QuakeC Programming

View previous topic :: View next topic
Author | Message
--- | ---
Orion Joined: 12 Jan 2007 Posts: 413 Location: Brazil |

Posted: Wed Aug 12, 2009 8:31 pm Post subject: Annoying problem |

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?

Back to top |

Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Wed Aug 12, 2009 9:07 pm Post subject: |

by no mods... which engine were you using?... _________________ What's a signature?

Back to top |

Orion Joined: 12 Jan 2007 Posts: 413 Location: Brazil |

Posted: Wed Aug 12, 2009 11:43 pm Post subject: |

Fitzquake

Back to top |

Error Inside3D Staff Joined: 05 Nov 2004 Posts: 558 Location: VA, USA

Posted: Thu Aug 13, 2009 6:52 am Post subject: |

well there's your problem right there *cough* ...no really... _________________ Inside3D : Knowledge Is Power
Darkplaces Documentation Wiki

Back to top |

Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Thu Aug 13, 2009 7:13 am Post subject: |

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

Back to top |

Spirit Joined: 20 Nov 2004 Posts: 476 |

Posted: Thu Aug 13, 2009 4:59 pm Post subject: |

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

Back to top |

Orion Joined: 12 Jan 2007 Posts: 413 Location: Brazil |

Posted: Thu Aug 13, 2009 5:13 pm Post subject: |

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.

Back to top |

frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Fri Aug 14, 2009 12:12 am Post subject: |

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/

Back to top |

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

Posted: Sat Aug 15, 2009 3:06 am Post subject: |

I have the same problem on my server! How do you fix??? _________________ Welcome to the Overlook Hotel 69.113.123.178:27500

Back to top |

metlslime Joined: 05 Feb 2008 Posts: 177 |

Posted: Sat Aug 15, 2009 3:23 am Post subject: |

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

Back to top |

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

Posted: Sat Aug 15, 2009 3:59 am Post subject: |

LMAO... Ahh priceLESS!

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

Back to top |

r00k Joined: 13 Nov 2004 Posts: 483 |

Posted: Sat Aug 15, 2009 4:56 am Post subject: |

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

Back to top |

negke Joined: 16 Apr 2008 Posts: 56 |

Posted: Sat Aug 15, 2009 7:57 am Post subject: |

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

Back to top |

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

Posted: Sat Aug 15, 2009 1:28 pm Post subject: |

Sounds great _________________ zbang!

Back to top |

Orion Joined: 12 Jan 2007 Posts: 413 Location: Brazil |

Posted: Sat Aug 15, 2009 6:25 pm Post subject: |

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

Back to top |

Display posts from previous:

| Inside3d Forums Forum Index -> QuakeC Programming | All times are GMT Goto page 1, 2 Next
Page 1 of 2

Jump to:

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Powered by phpBB © 2004 phpBB Group