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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0001090 | Zandronum | [All Projects] Bug | public | 2012-10-01 11:09 | 2018-09-30 22:04 | ||||
Reporter | NotIvan | ||||||||
Assigned To | Torr Samaho | ||||||||
Priority | high | Severity | minor | Reproducibility | have not tried | ||||
Status | closed | Resolution | fixed | ||||||
Platform | OS | OS Version | |||||||
Product Version | 3.0-beta | ||||||||
Target Version | 3.0 | Fixed in Version | 3.0 | ||||||
Summary | 0001090: HoldAndDestroy state in inventories not working in Zandronum | ||||||||
Description | This works properly in Zdoom and Gzdoom svn versions. The reason I request this is because I'm trying to port RoTT TC and it uses this method, mainly: 'http://pastebin.com/Qg20B0Ab [^]' This works without problems there but somehow the object just disappears on pickup, meaning it doesn't even execute that state. I checked zandronum.pk3 and this state is adressed there so the problem must be in the source or something... Eitherway, this is really essential in porting the TC. | ||||||||
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unknownna (updater) 2012-10-01 11:48 |
This is caused by sv_itemrespawn. It also works like this in ZDoom 2.6.1 so it's not a Zandronum bug. |
NotIvan (reporter) 2012-10-01 12:20 edited on: 2012-10-01 15:57 |
So is there no way to enable this behaviour? Like, forcing it to go to that state instead? EDIT: This works as intended in the latest Zdoom svn r3875, which is the way I request it to work like in Zandronum. |
NotIvan (reporter) 2012-10-02 08:52 edited on: 2012-10-02 10:54 |
I can send you a beta version of my mod that this actually works the way I WANT in Zdoom 2.6.1 and doesn't work properly on Zandronum. 'https://dl.dropbox.com/s/19klsy7xlvbhbh1/RoTTZan.pk3?dl=1 [^]' Here, download it and run it with Zdoom 2.6.1. I did that just now and once you get to the second area, you should see pink trampolines to the left. They just vanish after thrusting you in Zandronum but on Zdoom they work properly. There are also two weird issues that aren't apparent on neither Zdoom or Gzdoom. Player movement is somehow restricted, what I mean by this is that I can't accelerate properly and I always get my speed "reduced" when I fall from stairs etc. and the jumping is also weird. The animated doors do not have locks/open-close sounds whatsoever. (The definitions DO exist in the pk3) I ran Strife just to see if the doors in it worked and they do work. Remind you, these all work on other ports but not on Zandronum for some really odd reason. |
Torr Samaho (administrator) 2012-10-02 19:49 |
Quote from unknownna Quote from NotIvan Either one of these statements is wrong or trampoline1.wad uses a different mechanism than your mod. In case trampoline1.wad works identical in Zdoom 2.6.1 and Zandronum, please boil down your mod to a minimal example wad that works in ZDoom but doesn't work in Zandronum. |
NotIvan (reporter) 2012-10-02 20:05 edited on: 2012-10-02 22:19 |
Ok update. This doesn't work ONLINE. It works fine offline, but I need it to work both ways :/ Same as my Strife animated door issue. That also doesn't work for me online. (I mean, they don't play their open/close sounds defined in ANIMDEFS ONLINE, but they do this offline) |
unknownna (updater) 2012-10-03 04:43 |
Quote from NotIvan I think that this is caused by Skulltag's custom air movement. Set compat_limited_airmovement to 1 to disable Skulltag's custom air movement. Quote from NotIvan Are you talking about the trampolines in the attached screenshot that I uploaded? They only vanish for me in Zandronum/ZDoom if sv_itemrespawn is set to 1. Do the trampolines vanish for you in ZDoom 2.6.1 if sv_itemrespawn is set to 1? Quote from NotIvan The missing door sound issue is a Zandronum bug. I'll create an example WAD. |
NotIvan (reporter) 2012-10-03 14:51 |
Limited air movement solves it, thanks. Trampolines disappear if sv_itemrespawn is 1 in Zdoom 2.6.1, yes. Hmm... So I guess this needs to be disabled. |
Torr Samaho (administrator) 2012-10-03 15:26 |
So, Zandronum and ZDoom 2.6.1 behave the same, if used with the right flags? |
NotIvan (reporter) 2012-10-03 15:56 |
Apparently they do, however as unknowna attached, there's a new problem now. The strife animated doors do not play their sounds ONLINE. |
NotIvan (reporter) 2012-10-03 16:41 edited on: 2012-10-03 16:41 |
I have one more question. Don't we have locked animated doors? The locks on my animated doors do not work offline/online in Zandronum but they work fine in Zdoom 2.6.1. |
Torr Samaho (administrator) 2012-10-03 16:53 |
If the lock doesn't work in GZDoom 323, then ZDoom added support for this later. |
NotIvan (reporter) 2012-10-03 17:15 edited on: 2012-10-03 17:18 |
The lock doesn't work there as well. Would be nice if we had them, since the mod has all locked doors in animated door type... In addition, I tried disabling item respawn in my server created from IDE, the trampolines still don't work on Zandronum. What am I doing wrong? |
Torr Samaho (administrator) 2012-10-03 18:21 |
This should fix the door sounds online.Quote from NotIvanDo you know when ZDoom changed this? Quote from NotIvanunknownna, can you comment on this? I didn't have a look at the wad myself so far. |
NotIvan (reporter) 2012-10-03 18:30 |
Could that be this for locks?'http://zdoom.org/Changelog/2167/files [^]' |
Torr Samaho (administrator) 2012-10-03 19:06 |
Yes, looks like it. 2167 is not that far off. so it's realistic to aim for its inclusion in the next major release of Zandronum. It can't be backported directly though since it relies on some changes that are not in ZDoom 1551. |
NotIvan (reporter) 2012-10-03 19:19 edited on: 2012-10-03 19:27 |
Oh god damnit. How long would it take? Also, help on the item respawn thing is greatly appreciated. I made sure I disabled it and dmflags also reflect this change however they still do not work. EDIT: The new build works, door sounds play properly. |
Torr Samaho (administrator) 2012-10-03 20:30 edited on: 2012-10-03 20:46 |
Quote from NotIvanThe plan is to finish and release 1.1 mainly as bug fix release in a few weeks and then to start the work on the next major version. If there is enough demand for this feature, I may consider backporting it to 1.1 though. Quote from NotIvanI just tested trampoline1.wad on a server started with zandronum.exe -file trampoline1.wad -hostand it seemed to work just fine. BTW: It may not be sufficient to disable item respawn after loading the map. |
NotIvan (reporter) 2012-10-03 21:55 edited on: 2012-10-03 21:56 |
Alright I managed to get the trampolines to work, turns out I was missing the respawntics 1 in my own code, probably erased by accident. Anyway, there's one little problem with it however. Once I go over it, it plays the respawn item sound and the animation. When I summon it myself, it doesn't do this and behaves correctly. How do I disable the respawn animation/sound on this one particular object? About the door request, how big of a thing is it to backport? I can probably release this mod in 1.5 months if everything goes well, and it's a big step towards showing what Zandronum can do IMO. (I do realize you _may_ consider it if there's a big demand, however, that thing really makes the mod... such as this one trampoline thing) |
unknownna (updater) 2012-10-04 02:32 |
Quote from Torr Samaho That took care of it. Quote from Torr SamahoQuote from NotIvan NotIvan must be doing something wrong. I also use IDE and it works fine for me there. NotIvan, have a look at the attached screenshot. Quote from NotIvan Your code didn't have Inventory.RespawnTics at all. I added it there for testing purposes. Quote from NotIvan sv_itemrespawn is set to 1 if the item respawns and spawns the ItemFog actor after picking it up. Quote from NotIvan You're right, but it also works like this in ZDoom 2.6.1 so it's not a Zandronum bug. And I noticed that if you set sv_itemrespawn to 1 after bumping into the trampoline at least once, the trampoline will not disappear. It also works like this in ZDoom 2.6.1 so it's not a Zandronum bug. |
NotIvan (reporter) 2012-10-04 07:17 edited on: 2012-10-04 10:04 |
Oh that explains it, but when I remove respawntics it stops working altogether and only works if I summon it. What difference does an item have if I summon it compared to one put using a map editor? Also, item respawn is 0 in these tests I made. I still don't get why that thing just disappears for me if it's not summoned by me. It's almost as if it never goes to the HoldAndDestroy state if it's not summoned by me or something like that. EDIT: Just to make one thing clear, you aren't summoning the actor to test this right? When I run RottZan.pk3 with item respawn disabled, when I go to trampoline area it doesn't work for me. |
unknownna (updater) 2012-10-04 12:23 |
Quote from NotIvan I see. Could you tell us your dmflags, dmflags2, dmflags3, compatflags and compatflags2 values? If you for instance type "dmflags" into the server console it'll print the value. If sv_itemrespawn isn't causing this behavior on your end, we must figure out which potential flag is triggering the behavior. Quote from NotIvan I'm fully aware of the differences between summoned trampolines and map-spawned trampolines. |
NotIvan (reporter) 2012-10-04 12:42 |
Alright, I've done the checks and they are all 0. I only wanted to make sure that we weren't doing the same mistake, as I thought it was working in first place by summoning it. |
unknownna (updater) 2012-10-04 13:10 |
Quote from NotIvan Hmm, did you test this in a game mode with map resets in it, e.g., survival? In that case, the trampolines seem to disappear when sv_itemrespawn is set to 0. Quote from Torr Samaho Like I said earlier, it took care of the door issue, but I noticed that the SoundSequence ACS command doesn't work online. And the Log ACS command only prints the string in the server console. It seems that the Log command has to be called from a CLIENTSIDE script. I created a new example WAD. |
NotIvan (reporter) 2012-10-04 15:01 |
Oh yes, I was using Survival with this. How can I work around this? I intend this project to be compatible with survival too. |
Edward-san (developer) 2012-10-04 16:53 |
... maybe a MapReset problem? |
unknownna (updater) 2012-10-04 16:57 |
Quote from NotIvan That's a Zandronum bug/issue. So you were right after all. I found another issue: The upspikes actors seem to desync online. They don't have any random patterns online. I think I'll create a separate ticket for this to prevent this one from becoming bloated with multiple issues. |
NotIvan (reporter) 2012-10-04 17:29 edited on: 2012-10-04 18:07 |
Alright, a name change for this ticket seems appropriate now as I didn't know the cause when I posted this, or a possible relation. Also, I noticed that too! I thought that randomize flag was there to randomize the times they came out but it turns out they really get broken as you get hurt when the spikes aren't even there! Also notable with the fire jets. I removed the randomize flag as a temporary solution. |
Torr Samaho (administrator) 2012-10-04 19:51 |
FYI, the technical mechanisms that allow items to respawn with "sv_itemrespawn 1" and after a map reset in survival are related. So it's not surprising that Zandronum in survival behaves like ZDoom 2.6.1 with "sv_itemrespawn 1" in this regard. You should definitely ask at the ZDoom forums if the behavior with "sv_itemrespawn 1" is intended. I would be surprised if it actually is intended that map-spawned and non-map-spawned actors behave completely differently. Independently, you should be able to work around this problem by letting something else than the map spawn them. You can either try creating a dummy actor that just spawns the trampoline with A_SpawnItemEx and vanishes afterward or by spawning them with ACS. |
NotIvan (reporter) 2012-10-04 20:15 |
Your suggestion is very much appreciated, it works this way! However, I can't quite get what you mean there, as in, what exactly should I be asking? |
Torr Samaho (administrator) 2012-10-04 21:14 |
Quote from NotIvanPlease show trampoline1.wad, explain that it works fine with "sv_itemrespawn 0", but breaks with "sv_itemrespawn 1" and ask if this is a ZDoom bug or intended. If it's intended it would also be nice to know what the intention of such a behavior is. |
Edward-san (developer) 2012-10-11 13:14 edited on: 2012-10-11 13:17 |
randi's reply:Quote from "randi" NEVERRESPAWN implementation, fix for Kate's example. |
Torr Samaho (administrator) 2012-10-14 08:18 |
Ok, I mark this as "backport later" since we have a working workaround for the issue. |
unknownna (updater) 2012-10-14 15:55 |
Alright, I split the SoundSequence issue into its own ticket. |
Edward-san (developer) 2012-10-14 16:47 |
Torr, which workaround? kate's example doesn't work without the fix done by randy in that thread. |
Torr Samaho (administrator) 2012-10-14 16:58 |
"dummy actor with A_SpawnItemEx" or "spawning by ACS" |
Edward-san (developer) 2015-01-15 23:38 |
> The lock doesn't work there as well. Would be nice if we had them, since the mod has all locked doors in animated door type... Zandronum 2.0 should have backported this. About the other issues, it's not clear which one should be still taken a look at. |
Edward-san (developer) 2016-02-06 12:32 |
Latest zandronum 3.0 beta should contain the mentioned fixes. Please check if it works. |
Ru5tK1ng (updater) 2016-04-10 17:03 |
Tested all this out with r160403-1900. Adding the NEVERRESPAWN flag to the trampoline solves the issue with sv_itemrespawn1. Doors play all sounds online with out fail. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
|
Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
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Date Modified | Username | Field | Change |
2012-10-01 11:09 | NotIvan | New Issue | |
2012-10-01 11:47 | unknownna | File Added: trampoline1.wad | |
2012-10-01 11:48 | unknownna | Note Added: 0004893 | |
2012-10-01 12:20 | NotIvan | Note Added: 0004894 | |
2012-10-01 13:37 | NotIvan | Note Edited: 0004894 | View Revisions |
2012-10-01 15:57 | NotIvan | Note Edited: 0004894 | View Revisions |
2012-10-02 08:52 | NotIvan | Note Added: 0004909 | |
2012-10-02 10:54 | NotIvan | Note Edited: 0004909 | View Revisions |
2012-10-02 19:49 | Torr Samaho | Note Added: 0004919 | |
2012-10-02 19:55 | Torr Samaho | Status | new => feedback |
2012-10-02 20:05 | NotIvan | Note Added: 0004920 | |
2012-10-02 20:05 | NotIvan | Status | feedback => new |
2012-10-02 20:05 | NotIvan | Note Edited: 0004920 | View Revisions |
2012-10-02 20:07 | NotIvan | Note Edited: 0004920 | View Revisions |
2012-10-02 22:19 | NotIvan | Note Edited: 0004920 | View Revisions |
2012-10-03 04:43 | unknownna | Note Added: 0004922 | |
2012-10-03 04:43 | unknownna | File Added: Screenshot_Doom_20121003_052459.png | |
2012-10-03 04:45 | unknownna | File Added: animated_door_01.wad | |
2012-10-03 14:51 | NotIvan | Note Added: 0004926 | |
2012-10-03 15:26 | Torr Samaho | Note Added: 0004927 | |
2012-10-03 15:56 | NotIvan | Note Added: 0004929 | |
2012-10-03 16:04 | Torr Samaho | Assigned To | => Torr Samaho |
2012-10-03 16:04 | Torr Samaho | Status | new => assigned |
2012-10-03 16:41 | NotIvan | Note Added: 0004930 | |
2012-10-03 16:41 | NotIvan | Note Edited: 0004930 | View Revisions |
2012-10-03 16:53 | Torr Samaho | Note Added: 0004932 | |
2012-10-03 17:15 | NotIvan | Note Added: 0004934 | |
2012-10-03 17:18 | NotIvan | Note Edited: 0004934 | View Revisions |
2012-10-03 18:21 | Torr Samaho | Note Added: 0004936 | |
2012-10-03 18:30 | NotIvan | Note Added: 0004937 | |
2012-10-03 19:06 | Torr Samaho | Note Added: 0004938 | |
2012-10-03 19:19 | NotIvan | Note Added: 0004939 | |
2012-10-03 19:27 | NotIvan | Note Edited: 0004939 | View Revisions |
2012-10-03 20:30 | Torr Samaho | Note Added: 0004940 | |
2012-10-03 20:46 | Torr Samaho | Note Edited: 0004940 | View Revisions |
2012-10-03 21:55 | NotIvan | Note Added: 0004941 | |
2012-10-03 21:56 | NotIvan | Note Edited: 0004941 | View Revisions |
2012-10-04 02:32 | unknownna | Note Added: 0004942 | |
2012-10-04 02:32 | unknownna | File Added: screenshot.png | |
2012-10-04 07:17 | NotIvan | Note Added: 0004945 | |
2012-10-04 09:01 | NotIvan | Note Edited: 0004945 | View Revisions |
2012-10-04 09:01 | NotIvan | Note Edited: 0004945 | View Revisions |
2012-10-04 10:04 | NotIvan | Note Edited: 0004945 | View Revisions |
2012-10-04 12:23 | unknownna | Note Added: 0004946 | |
2012-10-04 12:42 | NotIvan | Note Added: 0004947 | |
2012-10-04 13:09 | unknownna | File Added: animated_door_02.wad | |
2012-10-04 13:10 | unknownna | Note Added: 0004948 | |
2012-10-04 15:01 | NotIvan | Note Added: 0004949 | |
2012-10-04 16:53 | Edward-san | Note Added: 0004950 | |
2012-10-04 16:57 | unknownna | Note Added: 0004951 | |
2012-10-04 17:07 | unknownna | Relationship added | related to 0001099 |
2012-10-04 17:29 | NotIvan | Note Added: 0004952 | |
2012-10-04 18:07 | NotIvan | Note Edited: 0004952 | View Revisions |
2012-10-04 19:51 | Torr Samaho | Note Added: 0004953 | |
2012-10-04 20:15 | NotIvan | Note Added: 0004955 | |
2012-10-04 21:14 | Torr Samaho | Note Added: 0004956 | |
2012-10-11 13:14 | Edward-san | Note Added: 0005085 | |
2012-10-11 13:17 | Edward-san | Note Edited: 0005085 | View Revisions |
2012-10-14 08:18 | Torr Samaho | Note Added: 0005096 | |
2012-10-14 08:19 | Torr Samaho | Status | assigned => acknowledged |
2012-10-14 08:19 | Torr Samaho | Resolution | open => backport later |
2012-10-14 15:55 | unknownna | Note Added: 0005108 | |
2012-10-14 16:47 | Edward-san | Note Added: 0005109 | |
2012-10-14 16:58 | Torr Samaho | Note Added: 0005110 | |
2015-01-15 23:38 | Edward-san | Note Added: 0011394 | |
2016-02-06 12:32 | Edward-san | Note Added: 0014357 | |
2016-02-06 12:32 | Edward-san | Status | acknowledged => needs testing |
2016-02-06 12:32 | Edward-san | Resolution | backport later => open |
2016-02-06 12:32 | Edward-san | Product Version | => 3.0 |
2016-02-06 12:33 | Edward-san | Product Version | 3.0 => |
2016-02-06 12:33 | Edward-san | Target Version | => 3.0 |
2016-02-06 12:45 | Edward-san | Relationship added | child of 0002172 |
2016-04-10 17:03 | Ru5tK1ng | Note Added: 0014691 | |
2016-04-10 17:03 | Ru5tK1ng | Status | needs testing => resolved |
2016-04-10 17:03 | Ru5tK1ng | Resolution | open => fixed |
2016-04-10 17:03 | Ru5tK1ng | Product Version | => 3.0-beta |
2016-04-10 17:03 | Ru5tK1ng | Fixed in Version | => 3.0 |
2018-09-30 22:04 | Blzut3 | Status | resolved => closed |
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