MantisBT - Zandronum
View Issue Details
0001571Zandronum[All Projects] Bugpublic2013-11-09 03:342018-09-30 23:18
Ivan 
Torr Samaho 
highmajoralways
closedfixed 
1.2 
2.0 
0001571: Doom2 Map07 Special not working with Randomspawner
When the randomspawner replaces the Mancubus or Arachnotron to drop 1 or more unique type of monster, it basically doesn't work. The attached wad works under (G)Zdoom but not on Zandronum. Basically, with this attached example, once you kill all the monsters that replace Mancubus, the walls will lower as intended etc. However in Zandronum one of the two things happen: Either the walls will not lower AT ALL (happens this way in Cooperative) or every special will execute as soon as the map starts (happens this way in Survival). I'm not sure why, but this needs some urgent fix, it's a huge restriction to the Randomspawner actor. Refer to the wiki article here:'http://zdoom.org/wiki/RandomSpawner [^]'

"Important note: for replacing boss monsters (Arachnotron, BaronOfHell, Cyberdemon, Fatso, Ironlich, Minotaur, Sorcerer2 and SpiderMastermind), you need to use the replaces keyword or the game will not be able to know that the boss monsters are being replaced. A spawner normally removes itself entirely from the game after spawning a monster; but if it finds the BOSS or BOSSDEATH flag on a monster it replaces or spawns, it will stay around and monitor its health so as to call A_BossDeath when the monster dies. It is the spawner, not the monster itself, which will trigger the map's special action in such a scenario."
No tags attached.
? ActorRTest.pk3 (248) 2013-11-09 03:34
/tracker/file_download.php?file_id=1099&type=bug
Issue History
2013-11-09 03:34IvanNew Issue
2013-11-09 03:34IvanFile Added: ActorRTest.pk3
2013-11-09 03:35IvanNote Added: 0007519
2013-11-09 12:09DuskNote Added: 0007521
2013-11-09 12:09DuskStatusnew => closed
2013-11-09 12:10DuskAssigned To => Dusk
2013-11-09 12:10DuskResolutionopen => no change required
2013-11-09 12:10DuskNote Edited: 0007521bug_revision_view_page.php?rev_id=4195
2013-11-17 22:59DuskNote Deleted: 0007521
2013-11-17 22:59DuskAssigned ToDusk =>
2013-11-17 22:59DuskStatusclosed => feedback
2013-11-17 22:59DuskResolutionno change required => reopened
2013-11-17 22:59DuskStatusfeedback => new
2013-11-18 18:48Torr SamahoNote Added: 0007567
2013-11-18 18:49Torr SamahoNote Edited: 0007567
2013-11-18 18:49Torr SamahoNote Edited: 0007567bug_revision_view_page.php?bugnote_id=7567#r4216
2013-11-18 18:49Torr SamahoNote Revision Dropped: 7567: 0004214
2013-11-18 18:49Torr SamahoNote Revision Dropped: 7567: 0004215
2013-11-18 18:52Torr SamahoStatusnew => feedback
2013-11-19 00:31IvanNote Added: 0007570
2013-11-19 00:31IvanStatusfeedback => new
2013-11-19 07:05Torr SamahoNote Added: 0007572
2013-11-19 07:05Torr SamahoNote Edited: 0007572bug_revision_view_page.php?bugnote_id=7572#r4218
2013-11-19 07:05Torr SamahoNote Revision Dropped: 7572: 0004217
2013-11-19 07:08Torr SamahoStatusnew => feedback
2013-11-19 15:48IvanNote Added: 0007573
2013-11-19 15:48IvanStatusfeedback => new
2013-11-24 15:31Torr SamahoAssigned To => Torr Samaho
2013-11-24 15:31Torr SamahoStatusnew => assigned
2013-11-24 16:57Torr SamahoNote Added: 0007594
2013-11-24 16:58Torr SamahoStatusassigned => feedback
2013-11-27 01:05IvanNote Added: 0007613
2013-11-27 01:05IvanStatusfeedback => assigned
2013-11-27 18:18Torr SamahoStatusassigned => resolved
2013-11-27 18:18Torr SamahoFixed in Version => 2.0
2013-11-27 18:18Torr SamahoResolutionreopened => fixed
2018-09-30 23:18Blzut3Statusresolved => closed

Notes
(0007519)
Ivan   
2013-11-09 03:35   
A small note, the special usually loops. Try Doom E1M8. You'll hear the floor move sound repeatedly in a loop. (In Survival)
(0007567)
Torr Samaho   
2013-11-18 18:48   
(edited on: 2013-11-18 18:49)
Does it work in GZDoom 880? If so, it should work in the latest Zandronum 2.0 beta builds. If not, it's apparently ZDoom bug that has been fixed in GZDoom after revision 880.

(0007570)
Ivan   
2013-11-19 00:31   
It works in GZdoom 880 as intended. Is testing this on the polyobject test version acceptable? I don't have any of the 2.0 beta builds.
(0007572)
Torr Samaho   
2013-11-19 07:05   
Quote from Ivan
I don't have any of the 2.0 beta builds
Oh, you do, but apparently I didn't flag them clearly enough. For instance, you tested one here: 0001490:0007504. All the 2.0 builds report 2.0 as version string in the console. And yes, the polyobject test version is a 2.0 build.

(0007573)
Ivan   
2013-11-19 15:48   
Alright tested using the one given on the polyobject bug. Works in Coop does not work AT ALL in Survival, ie. that even the one to lower the walls did not do anything.
(0007594)
Torr Samaho   
2013-11-24 16:57   
This should fix the issue.
(0007613)
Ivan   
2013-11-27 01:05   
Works as intended.