MantisBT - Zandronum |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0000759 | Zandronum | [All Projects] Bug | public | 2012-04-08 23:15 | 2024-04-13 01:24 |
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Reporter | Human Destroyer | |
Assigned To | | |
Priority | high | Severity | major | Reproducibility | always |
Status | closed | Resolution | duplicate | |
Platform | | OS | | OS Version | |
Product Version | 98d | |
Target Version | | Fixed in Version | | |
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Summary | 0000759: Random Number Generator resets on map change, losing randomness |
Description | When a "map" map change is performed or offline skirmish is selected, the RNG remains the same as it was before the switch. This causes things such as Random Game Mode WADs to go back and forth between the same two maps and the same two game modes. |
Steps To Reproduce | NOTE: THIS DOES REQUIRE MM8BDM TO SEE EASILY.
1. Download MM8BDM and this Random Modes WAD:'http://www.mediafire.com/download.php?yezol6bg3yg5dvz [^]'
2. Play for a while. After a while, you will notice the game alternates between the same two maps and gamemodes. (For example, an endless loop of alternating MM3TOP on Terminator and MM2MET on LMS).
OR if you use doom2.wad:
1. Go to offline skirmish.
2. Add a bunch of bots randomly. Remember which bots you added.
3. Go to a different map using offline skirmish.
4. Add the same number of bots added previously. You'll find that they are the same bots. |
Additional Information | This was tested on both MM8BDM and Doom 2. |
Tags | No tags attached. |
Relationships | related to | 0000637 | closed | Torr Samaho | Adding a bot breaks 'random' |
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Attached Files | RandomGame.wad (4,439) 2012-04-08 23:17 /tracker/file_download.php?file_id=523&type=bug |
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Issue History |
Date Modified | Username | Field | Change |
2012-04-08 23:15 | Human Destroyer | New Issue | |
2012-04-08 23:17 | Human Destroyer | File Added: RandomGame.wad | |
2012-04-08 23:22 | TIHan | Assigned To | => TIHan |
2012-04-08 23:22 | TIHan | Status | new => assigned |
2012-04-08 23:26 | unknownna | Relationship added | related to 0000637 |
2012-04-09 00:14 | TIHan | Note Added: 0003188 | |
2012-04-09 00:16 | TIHan | Status | assigned => feedback |
2012-04-09 00:45 | TIHan | Note Edited: 0003188 | bug_revision_view_page.php?bugnote_id=3188#r1674 |
2012-04-09 01:15 | Human Destroyer | Note Added: 0003189 | |
2012-04-09 01:15 | Human Destroyer | Status | feedback => assigned |
2012-04-09 07:57 | Edward-san | Note Added: 0003190 | |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
2014-10-11 19:00 | Watermelon | Assigned To | TIHan => Watermelon |
2014-10-11 19:07 | Watermelon | Note Added: 0010508 | |
2014-10-11 19:07 | Watermelon | Status | assigned => needs review |
2014-10-11 19:11 | Watermelon | Note Edited: 0010508 | bug_revision_view_page.php?bugnote_id=10508#r5703 |
2014-10-11 19:12 | Watermelon | OS | Windows => |
2014-10-11 19:12 | Watermelon | OS Version | XP/Vista/7 => |
2014-10-11 19:12 | Watermelon | Platform | Microsoft => |
2014-10-11 19:12 | Watermelon | Summary | Random Number Generator => Random Number Generator resets on map change, losing randomness |
2014-10-11 19:34 | Watermelon | Note Edited: 0010508 | bug_revision_view_page.php?bugnote_id=10508#r5704 |
2014-10-12 15:54 | Torr Samaho | Note Added: 0010544 | |
2014-10-12 16:09 | Torr Samaho | Status | needs review => feedback |
2014-10-12 16:50 | Watermelon | Note Added: 0010548 | |
2014-10-12 16:50 | Watermelon | Note Edited: 0010548 | bug_revision_view_page.php?bugnote_id=10548#r5736 |
2014-10-12 16:50 | Watermelon | Note Edited: 0010548 | bug_revision_view_page.php?bugnote_id=10548#r5737 |
2014-10-12 18:31 | Watermelon | Assigned To | Watermelon => |
2024-04-13 01:24 | Ru5tK1ng | Note Added: 0023601 | |
2024-04-13 01:24 | Ru5tK1ng | Status | feedback => closed |
2024-04-13 01:24 | Ru5tK1ng | Resolution | open => duplicate |
Notes |
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(0003188)
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TIHan
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2012-04-09 00:14
(edited on: 2012-04-09 00:45) |
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Unfortunately, this may be a ZDoom issue and may not be trivially to fix.
Edit: Curious, what about using "changemap"?
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Changemap (and nextmap) do seem to work correctly. |
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> Unfortunately, this may be a ZDoom issue and may not be trivially to fix.
we need a way to reproduce this in ZDoom 1551. Then let's see if it works in latest ZDoom. |
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(0010508)
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Watermelon
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2014-10-11 19:07
(edited on: 2014-10-11 19:34) |
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The culprit here is:
G_InitNew calls FRandom::StaticClearRandom (); on line 603, every time the CCMD map is called, it clears the randoms and re init's them with the default starting seed.
I do not know how deterministic these functions need to be, therefore I don't know if adding in a "WasInitialized" variable would screw up demos?
If demo compatibility is an issue, there might always be the option of adding in a (DM?)flag which does not reset them. That way demo's might possibly remain intact without a lot of messing around.
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I already detailed why this is happening almost two years ago: 0000637:0005592
Sadly, nobody ever cared to reply to my "Can somebody check why ZDoom does this?"... |
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This seems more likely to be a duplicate of 637. Closing since that ticket was resolved. Reopen if necessary. |
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