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IDProjectCategoryView StatusDate SubmittedLast Update
0004455Zandronum[All Projects] Suggestionpublic2025-01-10 05:102025-01-17 21:41
ReporterPresident People 
Assigned To 
PrioritynormalSeverityminorReproducibilityalways
StatusconfirmedResolutionbackport later 
PlatformMacOSOSHigh SierraOS Version10.13.6
Product Version 
Target VersionFixed in Version 
Summary0004455: Allow more than 250 sounds for $random definitions in SNDINFO
DescriptionOnly the first 250 or so sounds will play in a single $random definition, and the rest seem to be ignored. This is in the current Zandronum 3.2 build 241030-1744. I ran this against GZDoom g4.4.2 (Mac version, if that matters. It's also probably pretty old by now), and it appears to be playing all sounds including those past the 250 mark.

I have created an example .pk3 that plays from 437 unique sounds in a single $random definition, taking from Doom, Heretic, and Quake in that order (more about that in the other boxes).


Unsure if this is a bug, or the number settled on in this old tracker issue:'https://zandronum.com/tracker/view.php?id=1309 [^]'

In any case, it would be much appreciated if more sounds could play, like in GZDoom.

Steps To ReproduceExample: (too big for the tracker)
'https://www.dropbox.com/scl/fi/nkipjl9axbda86ktiofo0/Doom2RandomSkin.pk3?rlkey=2dr2pn79tgfy6n3lpvk98zn59&st=rkk5p84j&dl=0 [^]'

• Example .pk3 in Doom 2:
· change skin to "Doom2Random"
· press taunt key repeatedly, noting the lack of Quake sounds

• Example .pk3 in GZDoom:
· enter in console: playsound "Doom2Random/taunt" (or create an alias/bind that does this with a key press)
· play repeatedly, noting that many more Quake sounds play, all the way up to the last defined
Additional Information'https://pastebin.com/17wjaZVj [^]'

The link above is a test I ran with the included .pk3, where I pressed the taunt key 250 times with the current Zandronum 3.2 test build 241030-1744.

The * markings indicate what played and how many times. As you can see, the random choices stop around the 250 mark, just when the Quake definitions are getting started.

You may also notice that certain sounds repeated rather often, while many in between remained untouched. That might be related, or it might not. 250 presses is likely too few to draw a solid conclusion.
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-  Notes
User avatar (0024187)
President People (reporter)
2025-01-10 05:13

The title was supposed to be "Allow more than 250 sounds for $random definitions in SNDINFO", but with a tilde in front of 250.
User avatar (0024188)
DrinkyBird (developer)
2025-01-12 01:08

The GZDoom commit which fixed this:'https://github.com/ZDoom/gzdoom/commit/2c3c91ff424a83517472661542c86dc0a07b7c28 [^]'
Seems to be muddled with other refactorings (in typical Graf style), so might not be easy to backport...
User avatar (0024197)
Kaminsky (developer)
2025-01-14 05:46

Yeah, that GZDoom commit isn't compatible with our current base and can't be backported in so easily right now. This will need to wait until 4.0.
User avatar (0024203)
President People (reporter)
2025-01-17 21:41

Ah, bummer. Thanks for checking!

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- Issue History
Date Modified Username Field Change
2025-01-10 05:10 President People New Issue
2025-01-10 05:13 President People Note Added: 0024187
2025-01-12 01:08 DrinkyBird Note Added: 0024188
2025-01-13 21:40 unknownna Summary Allow more than 0000034:0000250 sounds for $random definitions in SNDINFO => Allow more than 250 sounds for $random definitions in SNDINFO
2025-01-14 05:46 Kaminsky Note Added: 0024197
2025-01-14 05:46 Kaminsky Status new => confirmed
2025-01-14 05:46 Kaminsky Resolution open => backport later
2025-01-17 21:41 President People Note Added: 0024203






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