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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0000256 | Zandronum | [All Projects] Bug | public | 2011-01-08 21:14 | 2018-09-30 20:10 | ||||
Reporter | Borg | ||||||||
Assigned To | Torr Samaho | ||||||||
Priority | normal | Severity | minor | Reproducibility | sometimes | ||||
Status | closed | Resolution | fixed | ||||||
Platform | OS | OS Version | |||||||
Product Version | 98d | ||||||||
Target Version | Fixed in Version | 1.0 | |||||||
Summary | 0000256: RandomSpawner class doesnt always spawn monsters | ||||||||
Description | I noticed that on multiplayer games RandomSpawner doesnt always spawn a monster. This was noticed playing Ultimate DOOM Survival with: - doom2_th.wad (doom2 monsters for archvile) - pclasses-v0.294.wad Not sure if its only BaronOfHell is affected, but since on doom.wad they are quite rare, we were able to stop this. | ||||||||
Additional Information | Following code should always spawn a one monster: actor YBaronOfHell : RandomSpawner replaces BaronOfHell { +ISMONSTER DropItem "MBaronOfHell" DropItem "Afrit" DropItem "CyberBaron" DropItem "BruiserDemon" DropItem "WarlordOfHell" } | ||||||||
Attached Files | randomspawner_test.wad [^] (9,073 bytes) 2011-01-19 04:27 | ||||||||
Notes | |
(0000797) user35 2011-01-09 20:39 edited on: 2011-01-09 20:41 |
I think thats not a bug, you need to enter something like this: e.g: Actor BaronOfHell0 : BaronOfHell { } Actor BaronOfHellSpawner : RandomSpawner replaces BaronOfHell { DropItem "BaronOfHell0" DropItem "Afrit" DropItem "CyberBaron" } EDIT: what I said is we made another actor named BaronOfHell0 that gets the code from original Baron because in our case, baron is now a randomspawner that will spawn Baron0, afrit or cyberbaron, all of them have the same chance of being spawned! I hope this helps |
(0000798) Borg (reporter) 2011-01-09 21:23 |
As you can see, there is DropItem "MBaronOfHell" line. So yes, I have modified version of BaronOfHell.. The problem is that this works pefectly on single player, both ZDOOM and SKULLTAG. Ive done a lot of tests on E2M9 od Ultimate Doom, when you start in room w/ four barons. On single player always 4 barons appears (randomized of course), but on NetGames of Survival when we died few times I noticed that it was quite random, we had 2 or 3 barons or even 1 once, sometimes of course 4. SO I think this does not apply :) |
(0000800) user35 2011-01-10 18:27 |
ok, sorry but then, I don't see the problem you mention, I think this is the way that RandomSpawner works sometimes happen but very rarely to EVEN spawn ALL BARONS to be Barons of hell and not other classes it happens but very rarely |
(0000805) Borg (reporter) 2011-01-10 20:21 |
well. its no problem if it spawns ALL barons... but sometimes it just doesnt spawn anything.. and this is wrong. |
(0000808) user35 2011-01-12 19:15 |
ah ok, I understand what you meant: sometimes online, the spawner doesn't spawn anything I have never tried to play online some of these wads though I have created a monsters.wad that had randomspawner |
(0000833) Torr Samaho (administrator) 2011-01-19 02:59 |
Can anybody confirm this behavior? If so, can somebody create a minimal example wad? |
(0000834) unknownna (updater) 2011-01-19 04:41 |
Confirmed online and offline. It occurs after the survival countdown timer has ended. Steps to reproduce quickly: 1) "survival 1; sv_survivalcountdowntime 1" in the console. 2) "map MAP01" in the console. 3) Once the warm-up countdown ends, some monsters are unable to spawn. 4) Turn into a spectator. 5) Join the game. Repeat step 3, 4 and 5. |
(0000839) Torr Samaho (administrator) 2011-01-19 13:08 |
Thanks to your nice example wad, I think I managed to figure out what's going on. Please test if this fixes the problem. |
(0000840) unknownna (updater) 2011-01-19 20:35 |
It fixed it from what I can tell. All of the 16 random spawners successfully spawn a monster when the warm-up countdown ends, online and offline. If the game is on a server, the DMFlags2 are updated whenever the last player in a survival game turns into a spectator/disconnects. Is this intentional? And also, is there a way to bypass the 10-second threshold for joining a game online? It'd be nice to have something like that when you're doing online testing. I know that you can bypass the vote limit by setting "sv_limitnumvotes" to false. ACS scripts are unloaded twice offline (both in normal and multiplayer emulation games). When the map starts, and when the warm-up countdown ends. It's not like this online. |
(0000858) Torr Samaho (administrator) 2011-01-23 23:57 |
> If the game is on a server, the DMFlags2 are updated whenever the last player in a survival game turns into a spectator/disconnects. Is this intentional? The dmflags2 are reapplied intentionally when survival switches to the SURVS_WAITINGFORPLAYERS state. Since the flags are not actually changed, the message itself is superfluous though (but not trivial to suppress). > And also, is there a way to bypass the 10-second threshold for joining a game online? It'd be nice to have something like that when you're doing online testing. Currently there is not CVAR for this, one could add one though. If you think this is necessary, please make a request for this. This makes it easier to keep track of things. > ACS scripts are unloaded twice offline (both in normal and multiplayer emulation games). When the map starts, and when the warm-up countdown ends. It's not like this online. It's also like this online on the server, you just don't see it on the clients. Since ACS is completely reloaded after a map reset, this message naturally appears upon a map reset. |
(0000881) unknownna (updater) 2011-01-27 04:17 |
Ok, good. > Currently there is not CVAR for this, one could add one though. If you think this is necessary, please make a request for this. This makes it easier to keep track of things. I'll keep that in mind, thanks. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
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Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
Issue History | |||
Date Modified | Username | Field | Change |
2011-01-08 21:14 | Borg | New Issue | |
2011-01-09 20:39 | user35 | Note Added: 0000797 | |
2011-01-09 20:41 | user35 | Note Edited: 0000797 | View Revisions |
2011-01-09 21:23 | Borg | Note Added: 0000798 | |
2011-01-10 18:27 | user35 | Note Added: 0000800 | |
2011-01-10 20:21 | Borg | Note Added: 0000805 | |
2011-01-12 19:15 | user35 | Note Added: 0000808 | |
2011-01-19 02:59 | Torr Samaho | Note Added: 0000833 | |
2011-01-19 02:59 | Torr Samaho | Status | new => feedback |
2011-01-19 04:27 | unknownna | File Added: randomspawner_test.wad | |
2011-01-19 04:41 | unknownna | Note Added: 0000834 | |
2011-01-19 13:08 | Torr Samaho | Note Added: 0000839 | |
2011-01-19 20:35 | unknownna | Note Added: 0000840 | |
2011-01-23 23:57 | Torr Samaho | Note Added: 0000858 | |
2011-01-27 04:17 | unknownna | Note Added: 0000881 | |
2011-01-29 23:21 | Torr Samaho | Status | feedback => resolved |
2011-01-29 23:21 | Torr Samaho | Fixed in Version | => 1.0 |
2011-01-29 23:21 | Torr Samaho | Resolution | open => fixed |
2011-01-29 23:21 | Torr Samaho | Assigned To | => Torr Samaho |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
2018-09-30 20:10 | Blzut3 | Status | resolved => closed |
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