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IDProjectCategoryView StatusDate SubmittedLast Update
0003902Zandronum[All Projects] Bugpublic2021-08-25 22:132021-09-09 23:29
ReporterWaTaKiD 
Assigned ToKaminsky 
PrioritynormalSeverityminorReproducibilityalways
StatusresolvedResolutionfixed 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version3.0 
Target VersionFixed in Version3.1-beta 
Summary0003902: replaced monster death fails to lower wall via script in survival
Descriptionthe provided wad has a script that checks for all monsters with a tag of 1, which upon their death, will lower a wall with a tag of 2

in coop, this works as expected
in survival, the wall doesnt lower
Steps To Reproduceload the provided wad in coop
kill the zombieman and hit the switch
the gray wall next to him will lower

repeat in survival, the wall will not lower
Additional Informationthe script is based off of map07 of perpetual powers (perpet_rc2.pk3) and the decorate is based off of complex doom (complex-doom.v27a5.pk3)

results are the same whether offline or online

the order in which u kill the zombieman and hit the switch doesnt matter

doesnt happen in gzdoom 1.8.6 (likely due to not having survival)

zan versions ive tested:
Zandronum 3.0.1
3.1-alpha-200501-1847
3.1-210809-1050windows-x86
3.1-210809-1050windows-x64

fwiw, the info cheat doesnt seem to reveal anything useful, however, developer 1 shows that script 1 never finishes in survival, and dumptrafficmeasure never shows traffic for script 1 in survival
Attached Files? file icon wall-lower-fail-test.wad [^] (4,747 bytes) 2021-08-25 22:13

- Relationships

-  Notes
User avatar (0021751)
Kaminsky (developer)
2021-08-26 02:11
edited on: 2021-08-26 12:14

After debugging the example wad, I noticed that "ZombiemanSpawner" also gets counted with ThingCount(T_NONE,1) along with "Zombieman1" in survival, but doesn't in cooperative. So for some reason, Zandronum is also iterating through RandomSpawner classes in survival.

EDIT: ThingCount and its variants should also check if the STFL_HIDDEN_INSTEAD_OF_DESTROYED flag is disabled for the actor before counting it, which it doesn't.

User avatar (0021754)
Kaminsky (developer)
2021-09-08 02:19

This should be fixed in the latest unofficial 3.1 beta build: 200702-2143.
User avatar (0021756)
WaTaKiD (updater)
2021-09-09 05:17

i tested the provided example wad and perpet_rc2.pk3 with complex-doom.v27a5.pk3 both offline and online with the following builds:

ZandroDev3.1-200702-2143windows-x86
ZandroDev3.1-200702-2143windows-x64

and the walls lowered as intended
User avatar (0021757)
Kaminsky (developer)
2021-09-09 23:29

Thanks for testing it out. Based on your findings, I'll consider this resolved then.

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- Issue History
Date Modified Username Field Change
2021-08-25 22:13 WaTaKiD New Issue
2021-08-25 22:13 WaTaKiD File Added: wall-lower-fail-test.wad
2021-08-26 02:11 Kaminsky Note Added: 0021751
2021-08-26 02:11 Kaminsky Assigned To => Kaminsky
2021-08-26 02:11 Kaminsky Status new => confirmed
2021-08-26 12:14 Kaminsky Note Edited: 0021751 View Revisions
2021-08-26 12:32 Kaminsky Status confirmed => assigned
2021-09-08 02:19 Kaminsky Note Added: 0021754
2021-09-08 02:19 Kaminsky Status assigned => needs testing
2021-09-09 05:17 WaTaKiD Note Added: 0021756
2021-09-09 23:29 Kaminsky Note Added: 0021757
2021-09-09 23:29 Kaminsky Status needs testing => resolved
2021-09-09 23:29 Kaminsky Fixed in Version => 3.1-beta
2021-09-09 23:29 Kaminsky Resolution open => fixed






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