MantisBT - Zandronum
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0001877Zandronum[All Projects] Bugpublic2014-07-07 23:492024-04-15 18:25
thomas 
 
normalmajoralways
resolvedopen 
MicrosoftWindowsXP/Vista/7
1.2 
3.2 
0001877: Spawn functions behave different in survival when spawning from objects that can be moved or removed
In survival When you want to spawn something on a monster (usually using spawnspotforced, but it seems to happen on all varations of ACS spawn functions)
and the monster either moves, or gets removed (using thing_remove) Zandronum still somehow can spawn stuff from the spot where the original monster with the specific TID spawned.
Using the attached testwad go to map01 in survival. In this map, a zobieman is spawned in the room, however, it is immidiately removed using thing_remove in an open script. When you now press the button behind you, a shotgunguy will spawn on tag 1, which was the tag of the zombieman that got removed. so the shotgunguy should never spawn, but it magically spawns out of nothing.
This does not happen in regular singleplayer/coop.
This happens online and offline.



No tags attached.
? spawnsurvivalbug.wad (3,913) 2014-07-07 23:49
/tracker/file_download.php?file_id=1246&type=bug
? spawnsurvivalbug_02.wad (3,629) 2024-04-15 18:23
/tracker/file_download.php?file_id=2964&type=bug
Issue History
2014-07-07 23:49thomasNew Issue
2014-07-07 23:49thomasFile Added: spawnsurvivalbug.wad
2014-07-08 01:08ZzZomboNote Added: 0009899
2014-07-08 09:27thomasNote Added: 0009901
2014-07-08 19:46Torr SamahoNote Added: 0009907
2014-07-08 19:47Torr SamahoNote Edited: 0009907
2014-07-08 19:48Torr SamahoNote Edited: 0009907bug_revision_view_page.php?bugnote_id=9907#r5297
2014-07-08 19:48Torr SamahoNote Revision Dropped: 9907: 0005295
2014-07-08 19:48Torr SamahoNote Revision Dropped: 9907: 0005296
2024-04-10 04:56Ru5tK1ngNote Added: 0023585
2024-04-10 04:56Ru5tK1ngStatusnew => needs review
2024-04-10 05:06Ru5tK1ngNote Edited: 0023585bug_revision_view_page.php?bugnote_id=23585#r14158
2024-04-14 14:53DrinkyBirdAssigned To => DrinkyBird
2024-04-14 14:53DrinkyBirdStatusneeds review => needs testing
2024-04-14 14:53DrinkyBirdAssigned ToDrinkyBird =>
2024-04-15 18:23unknownnaFile Added: spawnsurvivalbug_02.wad
2024-04-15 18:25unknownnaNote Added: 0023613
2024-04-15 18:25unknownnaStatusneeds testing => resolved
2024-04-15 18:25unknownnaFixed in Version => 3.2

Notes
(0009899)
ZzZombo   
2014-07-08 01:08   
Some things aren't really removed from the map in the modes where it's possible to reset the map, they are just hidden, so, when a map spot related spawning function is used, they shouldn't consider such hidden things as valid targets.
(0009901)
thomas   
2014-07-08 09:27   
That makes sense. Because I while trying to work around this issue, I used changetid so it would not spawn again. But now, it doesn't spawn after the first round. It seems that if you use changetid and the round is over, it doesn't change back to it's original TID either.
(0009907)
Torr Samaho   
2014-07-08 19:46   
(edited on: 2014-07-08 19:48)
Yeah, Zandronum doesn't remove map spawned actors but just hides them in survival. That's necessary to respawn them when the map is reset. Apparently they are not hidden well enough for your purposes though. I'll have to look at your example wad in detail and will see how to fix this in Zandronum.

The behavior with the TID you mentioned sounds like a separate bug. Please open a new ticket for this (if there is no ticket yet).

(0023585)
Ru5tK1ng   
2024-04-10 04:56   
(edited on: 2024-04-10 05:06)
Should be fixed with:'https://foss.heptapod.net/zandronum/zandronum-stable/-/merge_requests/97 [^]'

Also worth noting, I un-commented the change_tid action in the example wad and I didn't encounter any instance where the zombie wouldn't spawn after a reset. This was with 3.1 online and offline.

(0023613)
unknownna   
2024-04-15 18:25   
Testing the example wad, pushing the switch still spawns a shotgunner that suddenly transforms into a zombieman after it has reached its Thing_SetGoal TID. From the looks of it, it seems to be some user error.

Quote from thomas
Using the attached testwad go to map01 in survival. In this map, a zobieman is spawned in the room, however, it is immidiately removed using thing_remove in an open script.

The example wad is wrong, the zombieman isn't even removed properly from the looks of it. In addition, the shotgunner is spawned before the would-be spot is removed.

However, after fixing the example wad I can confirm that you can indeed spawn from a hidden thing in survival mode, and that it is now fixed. Thanks, Ru5tK1ng!