MantisBT - Zandronum
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0000253Zandronum[All Projects] Bugpublic2010-12-30 20:372018-09-30 20:11
Borg 
Torr Samaho 
normalminoralways
closedfixed 
x86Windows2000
98d 
1.0 
0000253: CellPack dropped by monsters behave incorrectly
CellPack dropped by monsters doesnt correctly work in net games.
When you pick it up, you will receive 50 cells, but HUD will
idicate that you picked up 100 cells.
After fire, the HUD cells display will be corrected by fake amount
of cells you had.
downloaded pclasses-v0.293.wad
'ftp://node.ovh.uu3.net/home/borg/wads/pclasses-v0.293.zip [^]'
Start a skulltag server and connect to it
skulltag -host -file pclasses-v0.293.wad
enable sv_cheats
skulltag -file pclasses-v0.293.wad -connect 127.0.0.1

Summmon MArachnotron
kill it.. and check things out.
No tags attached.
? ammoman.wad (123) 2010-12-30 21:01
/tracker/file_download.php?file_id=113&type=bug
? ammoman2.wad (909) 2010-12-31 18:48
/tracker/file_download.php?file_id=115&type=bug
zip CrashReport_r3038M.zip (17,329) 2011-01-16 23:49
/tracker/file_download.php?file_id=117&type=bug
Issue History
2010-12-30 20:37BorgNew Issue
2010-12-30 20:50user35Note Added: 0000778
2010-12-30 20:50user35Note Edited: 0000778bug_revision_view_page.php?bugnote_id=778#r363
2010-12-30 21:01Ijon TichyFile Added: ammoman.wad
2010-12-30 21:01Ijon TichyNote Added: 0000780
2010-12-30 21:05Ijon TichyNote Edited: 0000780bug_revision_view_page.php?bugnote_id=780#r365
2010-12-30 21:08Ijon TichyNote Edited: 0000780bug_revision_view_page.php?bugnote_id=780#r366
2010-12-30 22:49BorgNote Added: 0000782
2010-12-30 22:55Ijon TichyNote Added: 0000784
2010-12-30 22:57Ijon TichyNote Edited: 0000784bug_revision_view_page.php?bugnote_id=784#r368
2010-12-31 10:40BorgNote Added: 0000785
2010-12-31 18:44Ijon TichyNote Added: 0000786
2010-12-31 18:48Ijon TichyFile Added: ammoman2.wad
2010-12-31 19:01Ijon TichyNote Added: 0000787
2010-12-31 22:14BorgNote Added: 0000788
2011-01-16 23:20Torr SamahoNote Added: 0000812
2011-01-16 23:21Torr SamahoStatusnew => feedback
2011-01-16 23:49unknownnaFile Added: CrashReport_r3038M.zip
2011-01-16 23:53unknownnaNote Added: 0000813
2011-01-17 00:07Torr SamahoNote Added: 0000814
2011-01-17 00:30unknownnaNote Added: 0000816
2011-01-17 00:35unknownnaNote Edited: 0000816bug_revision_view_page.php?bugnote_id=816#r378
2011-01-17 03:09unknownnaNote Edited: 0000816bug_revision_view_page.php?bugnote_id=816#r379
2011-01-17 22:26unknownnaNote Edited: 0000816bug_revision_view_page.php?bugnote_id=816#r380
2011-01-18 20:24BorgNote Added: 0000822
2011-01-18 20:24BorgStatusfeedback => new
2011-01-18 22:36Edward-sanNote Added: 0000825
2011-01-19 01:15Torr SamahoNote Added: 0000827
2011-01-19 01:16Torr SamahoStatusnew => resolved
2011-01-19 01:16Torr SamahoFixed in Version => 1.0
2011-01-19 01:16Torr SamahoResolutionopen => fixed
2011-01-19 01:16Torr SamahoAssigned To => Torr Samaho
2012-06-09 13:22Torr SamahoCategoryGeneral => Bug
2018-09-30 20:11Blzut3Statusresolved => closed

Notes
(0000778)
user35   
2010-12-30 20:50   
not only that but also ammo dropped by custom monsters (for example from realm667) they drop 1/2 from ammo!
they will drop 4 shells but when I pickup, I get only 2 shells

(0000780)
Ijon Tichy   
2010-12-30 21:01   
(edited on: 2010-12-30 21:08)
The half-ammo thing is intended behaviour, and was programmed into Doom from the start. Considering you can specify the amount of ammo dropped by monsters in DECORATE, it's likely that this is intended behaviour.
As for the incorrect ammo count thing, most likely the client is assuming the ammo pickup is a normal one, instead of a dropped pickup, leading to the de-synchronisation you see here. Considering that the dropped ammo pickup would have the +DROPPED flag on it, this should be easy to fix.

However, I don't see the issue when I test it - see the ammoman.wad I uploaded. The issue doesn't occur there.

Edit: Nor do I see it with the pclasses wad - the arachnobaron drops 100 cells, and I can fire the plasma rifle 100 times.

Ediit: I was mistaken - it does occur, but it corrects the issue when you fire. Why is it working for the ammoman wad, and not the pclasses wad?

(0000782)
Borg   
2010-12-30 22:49   
dear Ijon Tichy:

Well, actualy problem occurs only in NetGame.

Try this:
actor AmmoZombieman: Zombieman replaces Zombieman
{
   dropitem CellPack
}

And start local game.. everything will be fine.
start netgame.. and you will see the problem.
(0000784)
Ijon Tichy   
2010-12-30 22:55   
(edited on: 2010-12-30 22:57)
I tested it as a netgame. For some reason, ammoman.wad worked fine.

Now it's acting the way you said, and I'm confused.

(0000785)
Borg   
2010-12-31 10:40   
dont be.. just read with understanding... :)
only CellPack is affected and only in NetGames.
DROPPED flag not sent to client properly?
This is odd, it might have something common w/ A_Jump bug report
Ive done too.
(0000786)
Ijon Tichy   
2010-12-31 18:44   
No, it's not just CellPack. ShellBox, ClipBox, and RocketBox are affected too.

Maybe it has something to do with subclassing Ammo subclasses. I'm gonna test this.
(0000787)
Ijon Tichy   
2010-12-31 19:01   
Confirmed. Clients assume that all subclasses of subclasses of Ammo (Cell and CellPack, MaceAmmo and MaceHefty, EnergyPod and EnergyPack...) weren't dropped. Direct subclasses of Ammo (Cell, MaceAmmo, Mana[12], EnergyPod...) don't have this assumption made about them.

(see ammoman2.wad)
(0000788)
Borg   
2010-12-31 22:14   
Ohh, nice spotting.
Okey, now we need to wait for fix...
(0000812)
Torr Samaho   
2011-01-16 23:20   
Please test if this fixes the issue.
(0000813)
unknownna   
2011-01-16 23:53   
I didn't get to test the behavior yet, but I noticed that this build crashes when I start a new game while using the software renderer.
(0000814)
Torr Samaho   
2011-01-17 00:07   
Interesting. I used a newer nasm version when compiling this binary, probably this broke the software renderer. Please test this. Here, I used the old nasm version.
(0000816)
unknownna   
2011-01-17 00:30   
(edited on: 2011-01-17 22:26)
Yes, the software renderer now works again. The fix seems to be working properly from testing with these actors:

Actor "Test1" : "ZombieMan" Replaces "ZombieMan"
{
    DropItem "CellPack"
}

Actor "Test2" : "DoomImp" Replaces "DoomImp"
{
    DropItem "ShellBox"
}

I'd like to hear more people confirm this as well.

EDIT:

"ammoman2.wad" is working as intended.

(0000822)
Borg   
2011-01-18 20:24   
Hello.

Ammo works fine now, confirmed on pclasses-v0.293.wad

Good work.
(0000825)
Edward-san   
2011-01-18 22:36   
Torr, can this be helpful for you (about the nasm upgrade)?
'http://mancubus.net/svn/zdoom?op=revision&rev=3090 [^]'
(0000827)
Torr Samaho   
2011-01-19 01:15   
Thanks for the info, Edward-san! That indeed could be helpful.