MantisBT - Zandronum
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0003012Zandronum[All Projects] Bugpublic2017-02-11 15:432018-09-30 21:44
fr-blood 
Torr Samaho 
normalminoralways
closedfixed 
MicrosoftWindowsXP/Vista/7
3.0-beta 
3.03.0 
0003012: Script spawning monsters ends up with some of them being desync.
I've set up a script which spawn bunch of monsters around a spot like a portal and make them follow a path.

But online some of them will remain stuck unable to move and can't be killed.
1. Launch Zandronum 3.0beta offline with monsterdescynv1.pk3
2. Start the map TEST01
3. Use NOTARGET cheat so the monsters won't see you and just do their patrols.
4. Press the switch
5. The Icon of sin will spawn and drop monsters that will follow a path(all of them! not a single will remain stuck).
6. Do the same thing online on a server.
7. Here half of the monsters will remain stuck doing their animation but unable to move, you won't be also able to kill them.
Not a single DMFlags was activated online.

I suspect the bug to come from ACS and not DECORATE because I'm using normal DOOM2 monsters not any custom monsters here.

All the scripts are in the files and in the map that you can extract.
No tags attached.
? monsterdescynv1.pk3 (6,959) 2017-02-11 15:43
/tracker/file_download.php?file_id=2023&type=bug
Issue History
2017-02-11 15:43fr-bloodNew Issue
2017-02-11 15:43fr-bloodFile Added: monsterdescynv1.pk3
2017-02-12 20:48Torr SamahoNote Added: 0016852
2017-02-12 20:58Torr SamahoNote Edited: 0016852bug_revision_view_page.php?bugnote_id=16852#r10165
2017-02-14 23:21StrikerMan780Note Added: 0016864
2017-02-14 23:21StrikerMan780Note Edited: 0016864bug_revision_view_page.php?bugnote_id=16864#r10176
2017-02-14 23:22StrikerMan780Note Edited: 0016864bug_revision_view_page.php?bugnote_id=16864#r10177
2017-02-14 23:23StrikerMan780Note Edited: 0016864bug_revision_view_page.php?bugnote_id=16864#r10178
2017-02-27 12:57Torr SamahoNote Added: 0016914
2017-02-27 12:57Torr SamahoStatusnew => feedback
2017-03-12 18:17Torr SamahoAssigned To => Torr Samaho
2017-03-12 18:17Torr SamahoStatusfeedback => assigned
2017-03-12 18:25Torr SamahoNote Deleted: 0016914
2017-03-12 18:35Torr SamahoNote Added: 0016975
2017-03-12 18:36Torr SamahoStatusassigned => needs testing
2017-05-19 03:32CombinebobntNote Added: 0017712
2017-05-19 13:20Ru5tK1ngStatusneeds testing => resolved
2017-05-19 13:20Ru5tK1ngResolutionopen => fixed
2017-05-19 13:20Ru5tK1ngFixed in Version => 3.0
2017-05-19 13:20Ru5tK1ngTarget Version => 3.0
2018-09-30 21:44Blzut3Statusresolved => closed

Notes
(0016852)
Torr Samaho   
2017-02-12 20:48   
(edited on: 2017-02-12 20:58)
I had a brief look at the source of the example and think the problem could be that both client and server execute the ACS script if ACS_NamedExecuteAlways is used in DECORATE.

EDIT: I'm not sure if any mods rely on the current behavior, so I'm hesitant to simply change that.

(0016864)
StrikerMan780   
2017-02-14 23:21   
(edited on: 2017-02-14 23:23)
No other execution method executes on both, do they? (Like ACS_ExecuteAlways) If not, I'd change it so it's consistent and correct.

(0016975)
Torr Samaho   
2017-03-12 18:35   
You are right, ACS_NamedExecuteAlways and variants were behaving differently from ACS_ExecuteAlways and variants in DECORATE. The named ones executed on both client and server, the original ones only on the server. The named ones should now behave as the original ones, i.e. be only executed on the server.
(0017712)
Combinebobnt   
2017-05-19 03:32   
Tested and it works

reproduced it in a february version and couldnt in the latest i have from rust