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A clear and concise description of what the bug is.
Hey there! Our team released the RC6 of Eviternity II (MBF21) recently, and we included a new custom difficulty, called "Annihilate Me". It's basically UV difficulty with -coop_spawns option, spawning actors with "Multiplayer only" flag, but removing actors with "Not Cooperative" flag. We designed the difficulty with MAPINFO lump, and added SpawnMulti property to our new difficulty:
This new difficulty works fine on dsda-doom as intended, removing actors with "Not Cooperative" flag in the levels. But the latest version of GZDoom ignores "Not Cooperative" flag, and spawns the actors with that flag anyway. This causes unintended bugs and glitches throughout the levels with "Not Cooperative"-flagged actors. It'd be appreciated if you fix this issue, by letting the source port abide "Not Cooperative" flag, when the custom difficulty has SpawnMulti property. Thanks, and have a nice day.
Steps to reproduce the behaviour.
Explain how to reproduce
Make a custom difficulty with SpawnMulti on MAPINFO, like the one from the screenshot above
Design a MBF21 level with actors, flagged as "Not Cooperative"
Run the level with a custom difficulty, and check if the actors are spawned
Your configuration
No response
Provide a Log
No response
The text was updated successfully, but these errors were encountered:
added SpawnMultiCoopOnly this should be enough to make it work (#2703, hopefully it's fixed in dsda with the new flag added as well, but if it isn't, it should still override SpawnMulti if both are defined)
I think "solo-net" or "solonet" would be a better fit for "spawnmulticooponly", as it corresponds to the parameter actually used in many source port; which is also probably the logic DSDA mapped spawnmulti to, since it was preexisting.
IIRC, spawnmulti appeared as a response to the Unity port's UV+ difficulty. Unfortunately, that one didn't have the Boom "not coop" and "not DM" flags; only the vanilla "not single" flag. So we can't use it as a reference.
GZDoom version
g4.12.2
Which game are you running with GZDoom?
Doom 2
What Operating System are you using?
Windows 10
Please describe your specific OS version
Windows 10 Home
Relevant hardware info
No response
Have you checked that no other similar issue already exists?
A clear and concise description of what the bug is.
Hey there! Our team released the RC6 of Eviternity II (MBF21) recently, and we included a new custom difficulty, called "Annihilate Me". It's basically UV difficulty with -coop_spawns option, spawning actors with "Multiplayer only" flag, but removing actors with "Not Cooperative" flag. We designed the difficulty with MAPINFO lump, and added SpawnMulti property to our new difficulty:
This new difficulty works fine on dsda-doom as intended, removing actors with "Not Cooperative" flag in the levels. But the latest version of GZDoom ignores "Not Cooperative" flag, and spawns the actors with that flag anyway. This causes unintended bugs and glitches throughout the levels with "Not Cooperative"-flagged actors. It'd be appreciated if you fix this issue, by letting the source port abide "Not Cooperative" flag, when the custom difficulty has SpawnMulti property. Thanks, and have a nice day.
Steps to reproduce the behaviour.
Explain how to reproduce
Your configuration
No response
Provide a Log
No response
The text was updated successfully, but these errors were encountered: