View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0002117 | The Dark Mod | Coding | public | 23.01.2010 20:47 | 26.03.2010 07:36 |
Reporter | Fidcal | Assigned To | greebo | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | closed | Resolution | fixed | ||
Product Version | TDM 1.00 | ||||
Target Version | TDM 1.01 | Fixed in Version | TDM 1.01 | ||
Summary | 0002117: frob_peer hilite does not sync | ||||
Description | I've noticed that frob_peer items used to hilite in sync before frobbing but now they only hilites after frob. test/frob_peer_hilite.map shows 4 examples: In front of player start are two crates. The one on the right is frob_peered to the one on the left but does not hilite at first whereas the crate on the left does. Pick up the crate on the left and now the crate on the right hilites. To one side is a func_static metal grid bound to a collision textured moveable brush to which it is frob_peered. Both frobable but the brush is not visible so no frob is visible. When the player blind frobs the grate then it hilites and he can lift it. (Prefab stepladder is another example of above which used to hilite before frobbing.) To the other side is a similar setup with a luggable crate that is a func_static chest body bound and frob_peered to a moveable brush textured with the same wood texture. Here the moveable brush is visible so does hilite but note that the trim on the chest does not hilite until the moveable is frobbed. Behind player start is a standard unlocked footlocker. Works fine but lid and body do not hilite in sync. (this may now have frob_peer removed because it added nothing.) | ||||
Tags | No tags attached. | ||||
It seems we're at the end of the road with our current code. I cannot fix this without refactoring the whole thing, the current concept is too convoluted. Right now it depends on the order the entities update their frob status, which is not a good design. | |
I had to refactor the code quite a bit, reluctantly, but the new code appears to be simpler. Needs testing. | |
I confirm both highlite now but the second now stops hilighting after the first is frobbed. So the grid hilights but when frobbed it no longer hilights. Is it possible for them to remain in sync after frob? Do I need to test frob_master to make sure this doesn't break anything? |
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Date Modified | Username | Field | Change |
---|---|---|---|
23.01.2010 20:47 | Fidcal | New Issue | |
24.01.2010 14:46 | greebo | Note Added: 0002894 | |
24.01.2010 15:19 | greebo | Status | new => assigned |
24.01.2010 15:19 | greebo | Assigned To | => greebo |
24.01.2010 15:20 | greebo | Note Added: 0002895 | |
24.01.2010 15:20 | greebo | Status | assigned => resolved |
24.01.2010 15:20 | greebo | Fixed in Version | => TDM 1.01 |
24.01.2010 15:20 | greebo | Resolution | open => fixed |
24.01.2010 16:53 | greebo | Projection | none => major rework |
24.01.2010 16:53 | greebo | ETA | none => < 1 day |
24.01.2010 16:53 | greebo | Target Version | => TDM 1.01 |
24.01.2010 17:33 | Fidcal | Note Added: 0002896 | |
26.03.2010 07:36 | greebo | Status | resolved => closed |