View Issue Details

IDProjectCategoryView StatusLast Update
0003856The Dark ModDesign/Codingpublic17.03.2015 22:07
ReporterSteveL Assigned ToSteveL  
PrioritylowSeverityminorReproducibilitysometimes
Status resolvedResolutionfixed 
Product VersionTDM 2.02 
Fixed in VersionTDM 2.03 
Summary0003856: Fix "spawn" console command
DescriptionThread: 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 InformationFrom 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.
//
TagsNo tags attached.

Activities

SteveL

SteveL

21.09.2014 13:39

reporter   ~0007024

Last edited: 21.09.2014 14:17

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

SteveL

SteveL

11.10.2014 20:34

reporter   ~0007070

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.
SteveL

SteveL

28.10.2014 20:49

reporter   ~0007097

Last edited: 28.10.2014 20:49

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.

SteveL

SteveL

23.11.2014 11:35

reporter   ~0007163

Removed from 2.03 roadmap. Not essential I get this fixed for 2.03
SteveL

SteveL

17.03.2015 22:07

reporter   ~0007470

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.

Issue History

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