View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0003856 | The Dark Mod | Design/Coding | public | 19.09.2014 20:07 | 17.03.2015 22:07 |
Reporter | SteveL | Assigned To | SteveL | ||
Priority | low | Severity | minor | Reproducibility | sometimes |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 2.02 | ||||
Fixed in Version | TDM 2.03 | ||||
Summary | 0003856: Fix "spawn" console command | ||||
Description | Thread: http://forums.thedarkmod.com/topic/16554-tweak-proposal-spawn-console-command "spawn" console command often spawns stuff under the floor where the player can't pick it up. | ||||
Additional Information | From the thread: // The code behind it finds a spot 80 units away from the player's origin (just below feet) in his or her view direction, then adds 1 doom unit vertically, and spawns the object there. On a bumpy floor 1 unit is not enough to allow the player to pick it up, let alone see it. I tested spawning the object higher (eye level), and it does what seems to be wanted in all cases. I thought the spawned object might be suspended in mid-air, but it gets floored instead. Apparently that's what all entities do when spawned. Arrows end up sitting on the floor bolt upright and ready to picked up, not skipping round trying to settle. // | ||||
Tags | No tags attached. | ||||
Func_static models and doors end up hovering. I'll commit this anyway. The main use is for inventory items. It'll be possible to floor items with a box trace if people need it to, but it's hard to imagine a use case. Committed rv6109 gamesys/SysCmds.cpp |
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Reopening as this needs another fix. Pretty sure it wasn't anything I did, but now that items spawn where you can see them, I can see that the first call to spawn doesn't actually spawn anything. Then when you call it a second time, you get two. Noticed this while spawning a spyglass. Not sure whether it applies to other entities. | |
Happens with compasses too. But arrows spawn first time. The first spawn call produces nothing, the second spawns 2 items in the same spot, and further attempts spawn 1 item. |
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Removed from 2.03 roadmap. Not essential I get this fixed for 2.03 | |
This wasn't broken after all, so marked as fixed in 2.03 I misread the symptoms. The entity does get spawned on the first attempt, but if it has "inv_map_start" "1" as a default, it'll go straight into the player's inventory without any sound or feedback. Then when the player spawns a second spyglass, it can't go into the inventory (not being stackable), so it appears in front of the player's eyes. If he tries to pick it up, it plays "snd_acquire" but remains in place, which is what made me think that 2 had appeared and only at that point had one gone into the inventory. |
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Date Modified | Username | Field | Change |
---|---|---|---|
19.09.2014 20:07 | SteveL | New Issue | |
19.09.2014 20:07 | SteveL | Status | new => assigned |
19.09.2014 20:07 | SteveL | Assigned To | => SteveL |
21.09.2014 13:39 | SteveL | Note Added: 0007024 | |
21.09.2014 14:17 | SteveL | Note Edited: 0007024 | |
21.09.2014 14:17 | SteveL | Note Edited: 0007024 | |
21.09.2014 15:03 | SteveL | Status | assigned => resolved |
21.09.2014 15:03 | SteveL | Resolution | open => fixed |
11.10.2014 20:34 | SteveL | Note Added: 0007070 | |
11.10.2014 20:35 | SteveL | Status | resolved => assigned |
28.10.2014 20:49 | SteveL | Note Added: 0007097 | |
28.10.2014 20:49 | SteveL | Note Edited: 0007097 | |
23.11.2014 11:35 | SteveL | Note Added: 0007163 | |
23.11.2014 11:35 | SteveL | Target Version | TDM 2.03 => |
17.03.2015 22:07 | SteveL | Note Added: 0007470 | |
17.03.2015 22:07 | SteveL | Status | assigned => resolved |
17.03.2015 22:07 | SteveL | Fixed in Version | => TDM 2.03 |