[ACC/ZD] ST/Zan IsMultiplayer is erroneously PlayerOnTeam
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- StrikerMan780
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[ACC/ZD] ST/Zan IsMultiplayer is erroneously PlayerOnTeam
It seems the ACS function IsMultiplayer() from ST and Zandronum is erroneously called PlayerOnTeam in ZDoom. PlayerOnTeam is completely unused in ZDoom, and is completely unused in ST/Zandronum. (That is if it even exists.)
In ACC's and ZDoom's PCode lists, it's currently called PCD_PLAYERONTEAM, when it should probably be renamed to PCD_ISMULTIPLAYER in both ACC and ZDoom, and the symbol updated in ACC's symbol.c.
That should sort this issue out: http://zandronum.com/tracker/view.php?id=1478
In ACC's and ZDoom's PCode lists, it's currently called PCD_PLAYERONTEAM, when it should probably be renamed to PCD_ISMULTIPLAYER in both ACC and ZDoom, and the symbol updated in ACC's symbol.c.
That should sort this issue out: http://zandronum.com/tracker/view.php?id=1478
- Graf Zahl
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Re: [ACC/ZD] ST/Zan IsMultiplayer is erroneously PlayerOnTea
I have no idea why the Skulltag devs do not make an official request in this case, precisely outlining what needs to be done. If they continue like this, not telling us about such problems, it's not surprising that things remain incompatible.
- StrikerMan780
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Re: [ACC/ZD] ST/Zan IsMultiplayer is erroneously PlayerOnTea
Yeah, I don't understand why they didn't report this here as well, despite it being the suggested course of action in the ticket. That's why I posted here, to nip this in the bud before it becomes a real problem in the future. (It's already managed to throw a wrench into a mod's progress already since the erroneous name was eventually inherited in Zandronum's ACC as well.)
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Re: [ACC/ZD] ST/Zan IsMultiplayer is erroneously PlayerOnTea
Something in this story doesn't feel right for me, I'll have a look.
Last edited by Edward-san on Tue Jun 14, 2016 5:23 am, edited 1 time in total.
Re: [ACC/ZD] ST/Zan IsMultiplayer is erroneously PlayerOnTea
We simply had no idea the problem existed at all. Nobody made an issue about it on the Zandronum tracker, it just suddenly pops up in here. It should be obvious that we cannot fix or further report issues we don't know about. How come can you have "no idea" about that?Graf Zahl wrote:I have no idea why the Skulltag devs do not make an official request in this case, precisely outlining what needs to be done. If they continue like this, not telling us about such problems, it's not surprising that things remain incompatible.
- Graf Zahl
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Re: [ACC/ZD] ST/Zan IsMultiplayer is erroneously PlayerOnTea
What I have seen is an issue in the Zandronum tracker that got closed without getting reported by the devs here. It required some USER to do that.
And regarding the cause of this problem: It's something Skulltag has done more than once: Implementing a feature, discarding that feature, and then repurposing the feature's resources for other means. What do you expect? If something is deemed unnecessary it gets deprecated and made non-functional if needed, but not removed and certainly not reallocated for something different.
I remember some old Skulltag map, I believe it was one of Carnevil's Wart maps - that used one of the Player???Card functions - the only problem is, when I played it that functon was removed because
Well, duh... apparently it still GOT used somewhere...
And regarding the cause of this problem: It's something Skulltag has done more than once: Implementing a feature, discarding that feature, and then repurposing the feature's resources for other means. What do you expect? If something is deemed unnecessary it gets deprecated and made non-functional if needed, but not removed and certainly not reallocated for something different.
I remember some old Skulltag map, I believe it was one of Carnevil's Wart maps - that used one of the Player???Card functions - the only problem is, when I played it that functon was removed because
Code: Select all
case PCD_PLAYERBLUESKULL:
PushToStack( -1 );
break;
case PCD_PLAYERREDSKULL:
PushToStack( -1 );
break;
case PCD_PLAYERYELLOWSKULL:
PushToStack( -1 );
break;
case PCD_PLAYERBLUECARD:
PushToStack( -1 );
break;
case PCD_PLAYERREDCARD:
PushToStack( -1 );
break;
case PCD_PLAYERYELLOWCARD:
PushToStack( -1 );
break;
Re: [ACC/ZD] ST/Zan IsMultiplayer is erroneously PlayerOnTea
Oh, looks like it was closed three years ago by a tester. We can't really sift through all of these closed issues looking for cases like this. When was the last time you thoroughly went through your closed bugs section looking for stuff that could've been missed?
Yeah, and we have to deal with Carn's stuff like this all the time. Haven't you noticed by now how drastically the development roster has changed since those times?And regarding the cause of this problem: It's something Skulltag has done more than once: Implementing a feature, discarding that feature, and then repurposing the feature's resources for other means. What do you expect?
Last edited by Nightfall on Tue Jun 14, 2016 5:33 am, edited 1 time in total.
- Graf Zahl
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Re: [ACC/ZD] ST/Zan IsMultiplayer is erroneously PlayerOnTea
Then you had shitty testers. If something external gets reported the normal course of action would be to report it to the source and make sure they got it before closing the report.
Regarding all these old PCodes - they all still exist as baggage in ACC, no idea which ones are still valid and which ones are not.
It may also be a good idea if some Zandronum devs had access to the ACC repo, but you'll have to ask Randi about that.
Regarding all these old PCodes - they all still exist as baggage in ACC, no idea which ones are still valid and which ones are not.
It may also be a good idea if some Zandronum devs had access to the ACC repo, but you'll have to ask Randi about that.
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Re: [ACC/ZD] ST/Zan IsMultiplayer is erroneously PlayerOnTea
zandronum's acc contains the same mistake as zdoom's acc regarding playeronteam, and considering that playeronteam is dead, I'm thinking about renaming IsMultiplayer to IsNetworkGame, without changing the pcode number, because that's what it does currently on zandronum's side, though I'll wait for Torr's feedback.
- StrikerMan780
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Re: [ACC/ZD] ST/Zan IsMultiplayer is erroneously PlayerOnTea
Perhaps the ticket should be re-opened?
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Re: [ACC/ZD] ST/Zan IsMultiplayer is erroneously PlayerOnTea
Torr reopened it. I also noticed that the console command (direct) pcode was not updated. Done in this pull request.
- Torr Samaho
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Re: [ACC/ZD] ST/Zan IsMultiplayer is erroneously PlayerOnTea
I never did something like this (at least not knowingly) and also never let such a thing pass. Carn handled this differently, most likely you are referring to things he did a long time ago. The "PCD_PLAYERONTEAM -> PCD_ISMULTIPLAYER" change, for instance, was already in when I joined, i.e. it goes back to at least Skulltag 97c2 and thus was done more than nine years ago.Graf Zahl wrote:And regarding the cause of this problem: It's something Skulltag has done more than once: Implementing a feature, discarding that feature, and then repurposing the feature's resources for other means.
- Graf Zahl
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Re: [ACC/ZD] ST/Zan IsMultiplayer is erroneously PlayerOnTea
Yeah, most of these things are very old, it's still a bad habit that will inevitably cause problems, as we see here.
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Re: [ACC/ZD] ST/Zan IsMultiplayer is erroneously PlayerOnTea
Just one curiosity: would it be okay to add to zdoom also the support for PCD_PLAYERTEAM? If yes, should I use the team info from userinfo (zandronum still uses the old team code)?
[edit] nvm, should work fine. Added it with this PR.
[edit] nvm, should work fine. Added it with this PR.
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