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IDProjectCategoryView StatusDate SubmittedLast Update
0001079Zandronum[All Projects] Bugpublic2012-09-27 10:042018-09-30 20:15
Reporterunknownna 
Assigned ToTorr Samaho 
PriorityurgentSeveritymajorReproducibilityalways
StatusclosedResolutionfixed 
PlatformOSOS Version
Product Version1.0 
Target Version1.1Fixed in Version1.1 
Summary0001079: Client greatly mispredicts its z position if pushed over a ledge by something else
DescriptionThis is another ancient ST bug. It's very similar to the "bump into players, fall through bridge things" issue. What happens is that your client instantly puts you on the lowest floor when dropping down, even if the floor is over a thousand map units lower. I created an example WAD and recorded a demo of the issue. It's very easy to reproduce the bug.
Steps To Reproduce1. zandronum.exe -file zmisprediction_01.wad -playdemo 2012.09.27_11.57.14_zmisprediction_01.cld
Additional InformationI set the priority to urgent since it's a major desync. The client shouldn't have to put itself on the lowest floor like that.
Attached Files? file icon zmisprediction_01.wad [^] (1,870 bytes) 2012-09-27 10:04
? file icon 2012.09.27_11.57.14_zmisprediction_01.cld [^] (72,723 bytes) 2012-09-27 10:05
? file icon floor_lowerbyvalue_test_02.wad [^] (1,382 bytes) 2012-09-30 10:43
? file icon floor_lowerbyvalue_test_03.wad [^] (2,944 bytes) 2012-10-01 03:48
? file icon 2012.10.01_05.41.56_floor_lowerbyvalue_test_03.cld [^] (66,808 bytes) 2012-10-01 03:48
? file icon 2012.10.08_01.26.15_zmisprediction_01.cld [^] (43,353 bytes) 2012-10-07 23:39
? file icon player_bridge_desync_test_04.wad [^] (6,204 bytes) 2012-10-14 18:46
? file icon 2012.10.14_20.43.32_player_bridge_desync_test_04.cld [^] (26,021 bytes) 2012-10-14 18:46
? file icon 2012.10.15_23.41.07_player_bridge_desync_test_04.cld [^] (17,828 bytes) 2012-10-15 21:43
? file icon 2012.10.21_21.11.28_player_bridge_desync_test_04.cld [^] (38,168 bytes) 2012-10-21 19:14
? file icon zmisprediction_04.wad [^] (8,158 bytes) 2012-10-21 21:50
? file icon 2012.10.21_23.42.09_zmisprediction_04.cld [^] (18,919 bytes) 2012-10-21 21:50
? file icon player_bridge_desync_test_06.wad [^] (6,168 bytes) 2012-10-22 05:20
? file icon 2012.10.22_07.03.29_player_bridge_desync_test_06.cld [^] (37,551 bytes) 2012-10-22 05:20
? file icon 2012.10.22_23.04.09_player_bridge_desync_test_04.cld [^] (31,798 bytes) 2012-10-22 21:26
? file icon 2012.10.24_00.16.29_zmisprediction_04.cld [^] (32,203 bytes) 2012-10-23 22:26
? file icon 2012.10.24_08.41.59_player_bridge_desync_test_06.cld [^] (35,980 bytes) 2012-10-24 07:03
png file icon Screenshot_Doom_20121024_084832_03.png [^] (498,794 bytes) 2012-10-24 07:15
? file icon 2012.11.12_22.41.51_doom2.cld [^] (17,967 bytes) 2012-11-12 21:51

- Relationships
parent of 0000047closed player position desynchronizes with lowering lift online 
related to 0000517closedTorr Samaho No thrust prediction for Archvile attacks & rocket jumps 
related to 0001222closedTorr Samaho Players who jitter due to a bad connection can void collision detection 
related to 0002294closed Very evident misprediction of movement on raising floors in general 

-  Notes
User avatar (0004825)
unknownna (updater)
2012-09-27 10:13

You can see in the demo that the client successfully predicted its drop when shot with a shotgun, so I think that it should be possible to improve the current behavior.
User avatar (0004872)
Torr Samaho (administrator)
2012-09-30 10:11
edited on: 2012-09-30 10:18

That's a bug in the prediction code (the part that pushes you down to the floor when you started your tic on the floor). I have to analyze this more closely to see how it can be fixed.

EDIT: This has to do with the code that keeps the prediction smooth when on a lowering floor. Do you have a simple example wad with a moving floor at hand so that I can check that the new fix doesn't break the prediction on moving floors?

User avatar (0004875)
unknownna (updater)
2012-09-30 10:45

Quote from Torr Samaho
Do you have a simple example wad with a moving floor at hand so that I can check that the new fix doesn't break the prediction on moving floors?

Yes. The linedef in front of the player will lower the floor. Press +use when the floor has lowered. It will then raise to the original position.
User avatar (0004885)
Torr Samaho (administrator)
2012-09-30 19:32

This hopefully works better. This is more a band-aid than real fix though. I'm also not sure how well this works on fast moving floors.
User avatar (0004890)
unknownna (updater)
2012-10-01 03:48
edited on: 2012-10-01 03:50

Quote from Torr Samaho
This hopefully works better.

Amazing work, Torr. It dramatically improved the behavior. What a great relief it is to finally have all these ancient ST bugs fixed. Trust me, most players, and particularly competitive players, will appreciate these fixes a lot.

Quote from Torr Samaho
I'm also not sure how well this works on fast moving floors.

It doesn't always predict that you're supposed to drop down when the floor moves faster than the gravity pull. You won't hear the DSOOF sound locally under certain circumstances (600 ping).

And the client will sometimes think that it's on the higher floor when it actually is on the lowering floor.

There's another ancient ST bug that you also see very often online: Try to hold +jump and +forward while a floor is lowering/raising itself. The client will start to greatly mispredict its movement pretty quickly. It will then permanently mispredict its jump pattern till you release +jump. It'd be very nice if this particular desync could be fixed.

I made an example WAD and recorded a demo of the 3 issues. The +jump desync is the most important one.

zandronum.exe -file floor_lowerbyvalue_test_03.wad -playdemo 2012.10.01_05.41.56_floor_lowerbyvalue_test_03.cld


User avatar (0004901)
Torr Samaho (administrator)
2012-10-01 20:09

Quote from unknownna
It doesn't always predict that you're supposed to drop down when the floor moves faster than the gravity pull. You won't hear the DSOOF sound locally under certain circumstances (600 ping).
Just a quick question before I start analyzing the new demo: Does the new fix make the behavior of fast moving floors any worse than before or is it just the same?
User avatar (0004905)
unknownna (updater)
2012-10-02 01:11

It seems to be a bit smoother in 1.0.
User avatar (0005007)
Torr Samaho (administrator)
2012-10-06 20:15
edited on: 2012-10-06 20:15

Quote from unknownna
It seems to be a bit smoother in 1.0.
Can you elaborate? I tried your new example wad in 1.0 and in the current testing binary and the latter didn't seem to be less smooth. Can you elaborate?

Quote from unknownna
And the client will sometimes think that it's on the higher floor when it actually is on the lowering floor.
This binary should improve the behavior, the view shouldn't get stuck on the higher floor anymore. At least it's fixed in your demo.

User avatar (0005008)
NotIvan (reporter)
2012-10-06 20:19

Doesn't this happen with monsters as well? Some monsters, while trying to drop off of a ledge sometimes "teleport" up and down until they actually fall.
User avatar (0005009)
unknownna (updater)
2012-10-06 23:16
edited on: 2012-10-06 23:17

Quote from Torr Samaho
This binary should improve the behavior, the view shouldn't get stuck on the higher floor anymore. At least it's fixed in your demo.

Indeed, it took care of the issue. Well done.

Quote from Torr Samaho
Can you elaborate? I tried your new example wad in 1.0 and in the current testing binary and the latter didn't seem to be less smooth. Can you elaborate?

When comparing 1.0 and the latest testing binary side by side, both with an emulated ping of 603, I notice a difference between the two: In 1.0, you're not pulled back as much when dropping down. When you've landed in the testing binary, the client pulls itself back a little.

Actually, cl_ticsperupdate seems to play a role here. If it's set to 1, 1.0 feels smoother to me and it's easier to control the player movement there. But if it's set to 3, the testing binary feels a bit better.

User avatar (0005015)
Torr Samaho (administrator)
2012-10-07 08:29

Ah, I only tried with "cl_ticsperupdate 3", that explains the differences. I further worked on the prediction: Please test if this is as smooth as 1.0.
User avatar (0005017)
unknownna (updater)
2012-10-07 08:55

Quote from Torr Samaho
Please test if this is as smooth as 1.0.

Yes, this seems to be even smoother than 1.0.
User avatar (0005043)
Torr Samaho (administrator)
2012-10-07 21:16

One thing that's also important to test: Can you confirm that the prediction still works well while walking on bridge things?
User avatar (0005046)
unknownna (updater)
2012-10-07 23:39

Quote from Torr Samaho
Can you confirm that the prediction still works well while walking on bridge things?

The prediction still seems to work well when moving, jumping and bumping into other players on bridge things in this binary. But I noticed that the client now puts itself on the lowest floor if shot while standing on bridge/floor ledges. I recorded a small demo of the issue. It seems that it started to break in this binary.
User avatar (0005095)
Torr Samaho (administrator)
2012-10-14 08:13

Quote from unknownna
It seems that it started to break in this binary.
That is caused by the different handling that prevents to unsmoothen the movement on fast moving floors. We may be forced to decide what we prefer here. The current z-prediction should be much better now than it was in 1.0 (can be seen in 2012.09.27_11.57.14_zmisprediction_01.cld). If you have to decide, what would you prefer?
User avatar (0005100)
unknownna (updater)
2012-10-14 11:12

Quote from Torr Samaho
If you have to decide, what would you prefer?

That's a tough one. Obviously competitive players hate to fall to the lowest floors instantly, so the first fix seems to completely take care of that issue. But at the same time, the binary that broke the z prediction also fixed the door, rocket jump and archvile blast issue, and also made Zandronum feel nearly identical to ZDaemon. So the newer fixes are also highly desired.

Why do we have to stop now? I still feel that it should be possible to fix the issue here, even though it might get complicated.
User avatar (0005103)
Torr Samaho (administrator)
2012-10-14 12:43

Quote from unknownna
Obviously competitive players hate to fall to the lowest floors instantly, so the first fix seems to completely take care of that issue. But at the same time, the binary that broke the z prediction also fixed the door, rocket jump and archvile blast issue, and also made Zandronum feel nearly identical to ZDaemon. So the newer fixes are also highly desired.

You misunderstood me. I can combine both fixes, but in that case the non-smooth movement on fast moving floors will be back. So the potential decision only would have been between increased accuracy at ledges and more smoothness on fast moving floors.

Quote from unknownna
Why do we have to stop now? I still feel that it should be possible to fix the issue here, even though it might get complicated.

The prediction is a difficile issue and I think we are about to reach a point where small improvements require enormous amounts of work.

Anyway, I probably found a different way to fix this, without reintroducing the problems on fast moving floors. Please test if this binary works better.
User avatar (0005106)
unknownna (updater)
2012-10-14 13:58

Quote from Torr Samaho
Please test if this binary works better.

Thanks, this works a lot better. But in floor_lowerbyvalue_test_03.wad, there's still no DSOOF sound when landing like in ZDaemon. And ZDaemon handles the +jump desync a bit better when compared side by side, both with an emulated ping of 603. ZDaemon seems to re-sync itself again, but Zandronum stays desynced till you release +jump. But Zandronum is now smoother than ZDaemon when standing on a fast moving floor.

Quote from Torr Samaho
The prediction is a difficile issue [...]

I disagree. Once the evident mispredictions are fixed, people will shut up and move on. People stopped complaining about the weak SSG when we implemented the old RNG. People stopped complaining about the weapon desyncs when we fixed most of them. People stopped complaining about falling through bridge things and jittering when jumping on them when we fixed the desyncs. People will stop complaining about these issues too if we manage to fix them. These bugs are are small on paper, but you notice them all the time as a player, and it makes the port very unattractive to play on as a player who takes himself and his skill seriously. Most of these issues have never been dealt with since ST's birth. It's no wonder that many people lost all hope and faith of having them fixed. But now is the chance. Right now we're thoroughly dealing with them once and for all. And I must say that you've done one hell of a job with all of this.

I got a question: How come the client starts to jitter and almost don't see any z thrusting locally when rocket jumping on bridge things? It's completely smooth on regular floors.
User avatar (0005111)
Torr Samaho (administrator)
2012-10-14 17:28

Quote from unknownna
But in floor_lowerbyvalue_test_03.wad, there's still no DSOOF sound when landing like in ZDaemon. And ZDaemon handles the +jump desync a bit better when compared side by side, both with an emulated ping of 603.

I didn't touch the jumping stuff at all. This binary was just intended to fix the problems when falling off a ledge.

Quote from unknownna
Quote from Torr Samaho
The prediction is a difficile issue [...]
I disagree. [...]

I guess my statement was too ambiguous, I was only referring to the implementation to be difficile. I fully agree that a good prediction is very important, that's why I have been spending so much time on it lately. Nevertheless, it's difficult to improve it and the more we already worked on it, the more difficult it gets.

Quote from unknownna
I got a question: How come the client starts to jitter and almost don't see any z thrusting locally when rocket jumping on bridge things? It's completely smooth on regular floors.

Standing on floors and standing on objects is handled differently. Please test if this binary is better. Please also test how it affects jumping on bridge things and real floors (it may very well break or improve the jumping behavior).
User avatar (0005112)
unknownna (updater)
2012-10-14 18:21

Quote from Torr Samaho
I fully agree that a good prediction is very important, that's why I have been spending so much time on it lately.

It's good to know that we're on the same team. Thanks.

Quote from Torr Samaho
Please test if this binary is better.

Hmm, I don't notice any improvement. There's a little difference, but no improvement.

And I also noticed that the client will put itself above bridge things if the client passes beneath them when thrusted by something, e.g., a SSG shot, while standing on bridge things. The client thinks that it's above the bridge things when it actually is under them. But this also happens in the original fix as well. Surprisingly, this doesn't happen in 1.0.

Quote from Torr Samaho
Please also test how it affects jumping on bridge things and real floors (it may very well break or improve the jumping behavior).

Jumping still seems to work like before.
User avatar (0005114)
Torr Samaho (administrator)
2012-10-14 18:26

Quote from unknownna

Hmm, I don't notice any improvement. There's a little difference, but no improvement.

Can you make a short demo of the rocket jumping problems on bridges? For me the behavior improved noticeably with the last change, but possibly I'm looking at something different than you.
User avatar (0005116)
unknownna (updater)
2012-10-14 18:46
edited on: 2012-10-15 00:19

Quote from Torr Samaho
Can you make a short demo of the rocket jumping problems on bridges?

zandronum.exe -file player_bridge_desync_test_04.wad -playdemo 2012.10.14_20.43.32_player_bridge_desync_test_04.cld

There's no z thrusting on the bridge thing.

Edit:

Quote from Torr Samaho
For me the behavior improved noticeably with the last change, but possibly I'm looking at something different than you.

I stand corrected. You're right, but it's still not good enough.

User avatar (0005126)
Torr Samaho (administrator)
2012-10-15 20:50

This also seems to work on 2012.10.14_20.43.32_player_bridge_desync_test_04.cld, but no guarantees that it works well enough or doesn't break anything else...
User avatar (0005128)
unknownna (updater)
2012-10-15 21:44
edited on: 2012-10-16 04:44

Yes, this is nearly perfect. But I still notice some jitter on bridge things compared to real floors. If you press +forward a little after being thrusted by the explosion, the client pulls itself back. I recorded a small demo of the issue.

zandronum.exe -file player_bridge_desync_test_04.wad -playdemo 2012.10.15_23.41.07_player_bridge_desync_test_04.cld


User avatar (0005163)
unknownna (updater)
2012-10-21 19:00

Quote from unknownna
And I also noticed that the client will put itself above bridge things if the client passes beneath them when thrusted by something, e.g., a SSG shot, while standing on bridge things. The client thinks that it's above the bridge things when it actually is under them. But this also happens in the original fix as well. Surprisingly, this doesn't happen in 1.0.

I was able to reproduce this in 1.0 as well, but it's easier to reproduce it in the newer builds.
User avatar (0005164)
Torr Samaho (administrator)
2012-10-21 19:02

Do you have a demo of this?
User avatar (0005166)
unknownna (updater)
2012-10-21 19:14

Quote from Torr Samaho
Do you have a demo of this?

zandronum.exe -file player_bridge_desync_test_04.wad -playdemo 2012.10.21_21.11.28_player_bridge_desync_test_04.cld
User avatar (0005168)
Torr Samaho (administrator)
2012-10-21 21:09

Please check if this is better without breaking anything else.
User avatar (0005169)
unknownna (updater)
2012-10-21 21:51

Excellent. It fixed the issue and rocket jumping is now almost completely smooth on bridge things, but it can now look like the client puts itself on the lowest floor if you have a high ping (603). You can see that in the demo. I don't consider it to be a bug though.

One thing I noticed is that the client temporarily mispredicts its z postition if moving from a lowering floor to bridge things. The view flickers from being on the lowering floor to being above the bridge thing. I recorded a small demo if the issue. I didn't notice this in 1.0.

zandronum.exe -file zmisprediction_04.wad -playdemo 2012.10.21_23.42.09_zmisprediction_04.cld

We're almost there.
User avatar (0005170)
unknownna (updater)
2012-10-22 05:21

Quote from unknownna
[...] and rocket jumping is now almost completely smooth on bridge things [...]

And here's a demo of what seems to be the final bridge thing rocket jump issue. If the bridge things have different z positions, the client will jitter when sliding on them after being thrusted by something, e.g., a rocket explosion.

zandronum.exe -file player_bridge_desync_test_06.wad -playdemo 2012.10.22_07.03.29_player_bridge_desync_test_06.cld
User avatar (0005171)
Torr Samaho (administrator)
2012-10-22 05:21

Do these two things only happen in the latest prediction test binary or also in some of the earlier ones?
User avatar (0005172)
unknownna (updater)
2012-10-22 05:48
edited on: 2012-10-22 05:49

Quote from Torr Samaho
Do these two things only happen in the latest prediction test binary or also in some of the earlier ones?

Only in the latest binary does it look like the client puts itself on the lowest floor after being thrusted on a ledge by something when having a high ping (600). I don't think that it's a bug, but rather a natural side effect of the latency. If the floor height differences are bigger, you'll see the drop. In the earlier builds you saw the drop, but it jittered. You see the drop anyway if you have medium ping (300). There's no jitter present now.

The other issue also occurred in earlier binaries as well, but it's a bit different in the various binaries. Practically it's a minor issue since you're very unlikely to encounter the situation normally. But the final rocket jump issue is present in IDL: MAP04.

User avatar (0005174)
Torr Samaho (administrator)
2012-10-22 20:02

It looks like all the band-aids converge to something. I now significantly changed how the "on ground" status is handled. Please test how well this works.
User avatar (0005175)
unknownna (updater)
2012-10-22 21:25

Now this is a lot better. Rocket jumping is now pretty much completely smooth on bridge things. It seems that you finally nailed it. Well done.

But I still notice the view flicker issue in zmisprediction_04.wad. I think it has something to do with sliding on the bridge things from the sides. I think I managed to capture the effect in a demo. The 3rd time the client is thrusted by a SSG shot, it temporarily mispredicts its z position.

zandronum.exe -file player_bridge_desync_test_04.wad -playdemo 2012.10.22_23.04.09_player_bridge_desync_test_04.cld
User avatar (0005179)
Torr Samaho (administrator)
2012-10-23 21:14

The effect in 2012.10.22_23.04.09_player_bridge_desync_test_04.cld is hardly noticeable, I can't say for sure if it's a bug of the prediction or a misprediction caused by the latency. Is there any way to make the effect more pronounced?

BTW: I think I found a way to further simplify the code. Can you check if this works exactly like the last testing binary?
User avatar (0005182)
unknownna (updater)
2012-10-23 22:26

Quote from Torr Samaho
Can you check if this works exactly like the last testing binary?

It seems to work exactly like the last testing binary.

Quote from Torr Samaho
Is there any way to make the effect more pronounced?

I can only think of the example in zmisprediction_04.wad. I recorded a small demo of it with the new binary.

zandronum -file zmisprediction_04.wad -playdemo 2012.10.24_00.16.29_zmisprediction_04.cld
User avatar (0005186)
Torr Samaho (administrator)
2012-10-24 05:28

I'm pretty sure that 2012.10.24_00.16.29_zmisprediction_04.cld shows a side effect of the way the movement on moving floors is kept smooth and is independent of the effect happening in 2012.10.22_23.04.09_player_bridge_desync_test_04.cld.
User avatar (0005187)
unknownna (updater)
2012-10-24 07:02
edited on: 2012-10-24 07:15

Hmm, it seems to be some sort of a jitter that you don't really feel in the player movement. I notice it in player_bridge_desync_test_06.wad, but as you said, it's hardly noticeable. If I record a demo I can see it as a demo spectator: The rocket thrusts that thrust the player away from the wall when compat_explosionthrust is 1 sometimes thrust the player a bit too far. The client pulls itself back before the proper momentum kicks in. I can also see this if I snap multiple screenshots of the thrusts.

Does this demo that I recorded with the latest binary reveal anything? First the angle is perfect and the thrusts are smooth, but when I alter the angle the thrusts cause the client to jitter.

zandronum -file player_bridge_desync_test_06.wad -playdemo 2012.10.24_08.41.59_player_bridge_desync_test_06.cld

Edit:

I uploaded a screenshot of the jitter.

User avatar (0005190)
Torr Samaho (administrator)
2012-10-24 19:56

The first person perspective of the demo looks very smooth to me.
User avatar (0005192)
unknownna (updater)
2012-10-24 20:46

It is indeed very smooth. Are you able to see the jitter when you're a demo spectator? Try to set cl_capfps to 1. It seems to make it more noticeable.
User avatar (0005391)
unknownna (updater)
2012-11-12 21:50
edited on: 2012-11-12 22:17

I'm noticing a characteristic jitter on SOLID things. Does this demo reveal anything? I recorded it in DOOM2: MAP03.

zandronum -playdemo 2012.11.12_22.41.51_doom2.cld

Quote from NotIvan
Doesn't this happen with monsters as well? Some monsters, while trying to drop off of a ledge sometimes "teleport" up and down until they actually fall.

Yes, but it's a separate issue.

Edit:

I think the new demo is actually displaying the +jump desync. It doesn't happen if I only press +jump once.

User avatar (0006240)
Arco (updater)
2013-04-06 02:31

I have tried v06 with the latest version with induced lag and it appears fine. I may test again later on.
User avatar (0006270)
Dusk (developer)
2013-04-07 20:19

Quote
I'm noticing a characteristic jitter on SOLID things. Does this demo reveal anything? I recorded it in DOOM2: MAP03.

This is reported as 0001222

I'm closing this now that all other issues appear to be resolved and confirmed as fixed.

Issue Community Support
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If you feel that is not the case, please reopen it and explain why.
Supporters: unknownna ZzZombo
Opponents: No one explicitly opposes this issue yet.

- Issue History
Date Modified Username Field Change
2012-09-27 10:04 unknownna New Issue
2012-09-27 10:04 unknownna File Added: zmisprediction_01.wad
2012-09-27 10:05 unknownna File Added: 2012.09.27_11.57.14_zmisprediction_01.cld
2012-09-27 10:05 unknownna Status new => confirmed
2012-09-27 10:13 unknownna Note Added: 0004825
2012-09-30 10:11 Torr Samaho Note Added: 0004872
2012-09-30 10:12 Torr Samaho Assigned To => Torr Samaho
2012-09-30 10:12 Torr Samaho Status confirmed => assigned
2012-09-30 10:18 Torr Samaho Note Edited: 0004872 View Revisions
2012-09-30 10:18 Torr Samaho Status assigned => feedback
2012-09-30 10:43 unknownna File Added: floor_lowerbyvalue_test_02.wad
2012-09-30 10:45 unknownna Note Added: 0004875
2012-09-30 10:45 unknownna Status feedback => assigned
2012-09-30 19:32 Torr Samaho Note Added: 0004885
2012-09-30 19:33 Torr Samaho Status assigned => needs testing
2012-10-01 03:48 unknownna Note Added: 0004890
2012-10-01 03:48 unknownna File Added: floor_lowerbyvalue_test_03.wad
2012-10-01 03:48 unknownna File Added: 2012.10.01_05.41.56_floor_lowerbyvalue_test_03.cld
2012-10-01 03:50 unknownna Note Edited: 0004890 View Revisions
2012-10-01 03:50 unknownna Note Edited: 0004890 View Revisions
2012-10-01 20:09 Torr Samaho Note Added: 0004901
2012-10-02 01:11 unknownna Note Added: 0004905
2012-10-06 20:15 Torr Samaho Note Added: 0005007
2012-10-06 20:15 Torr Samaho Note Edited: 0005007 View Revisions
2012-10-06 20:16 Torr Samaho Note Revision Dropped: 5007: 0002738
2012-10-06 20:19 NotIvan Note Added: 0005008
2012-10-06 23:16 unknownna Note Added: 0005009
2012-10-06 23:17 unknownna Note Edited: 0005009 View Revisions
2012-10-07 08:29 Torr Samaho Note Added: 0005015
2012-10-07 08:55 unknownna Note Added: 0005017
2012-10-07 21:16 Torr Samaho Note Added: 0005043
2012-10-07 23:39 unknownna Note Added: 0005046
2012-10-07 23:39 unknownna File Added: 2012.10.08_01.26.15_zmisprediction_01.cld
2012-10-12 23:02 unknownna Relationship added related to 0000517
2012-10-14 08:13 Torr Samaho Note Added: 0005095
2012-10-14 11:12 unknownna Note Added: 0005100
2012-10-14 12:43 Torr Samaho Note Added: 0005103
2012-10-14 13:58 unknownna Note Added: 0005106
2012-10-14 17:28 Torr Samaho Note Added: 0005111
2012-10-14 18:21 unknownna Note Added: 0005112
2012-10-14 18:26 Torr Samaho Note Added: 0005114
2012-10-14 18:46 unknownna File Added: player_bridge_desync_test_04.wad
2012-10-14 18:46 unknownna File Added: 2012.10.14_20.43.32_player_bridge_desync_test_04.cld
2012-10-14 18:46 unknownna Note Added: 0005116
2012-10-15 00:14 unknownna Note Edited: 0005116 View Revisions
2012-10-15 00:19 unknownna Note Edited: 0005116 View Revisions
2012-10-15 20:50 Torr Samaho Note Added: 0005126
2012-10-15 21:43 unknownna File Added: 2012.10.15_23.41.07_player_bridge_desync_test_04.cld
2012-10-15 21:44 unknownna Note Added: 0005128
2012-10-16 04:44 unknownna Note Edited: 0005128 View Revisions
2012-10-21 19:00 unknownna Note Added: 0005163
2012-10-21 19:02 Torr Samaho Note Added: 0005164
2012-10-21 19:14 unknownna File Added: 2012.10.21_21.11.28_player_bridge_desync_test_04.cld
2012-10-21 19:14 unknownna Note Added: 0005166
2012-10-21 21:09 Torr Samaho Note Added: 0005168
2012-10-21 21:50 unknownna File Added: zmisprediction_04.wad
2012-10-21 21:50 unknownna File Added: 2012.10.21_23.42.09_zmisprediction_04.cld
2012-10-21 21:51 unknownna Note Added: 0005169
2012-10-22 05:20 unknownna File Added: player_bridge_desync_test_06.wad
2012-10-22 05:20 unknownna File Added: 2012.10.22_07.03.29_player_bridge_desync_test_06.cld
2012-10-22 05:21 unknownna Note Added: 0005170
2012-10-22 05:21 Torr Samaho Note Added: 0005171
2012-10-22 05:48 unknownna Note Added: 0005172
2012-10-22 05:49 unknownna Note Edited: 0005172 View Revisions
2012-10-22 20:02 Torr Samaho Note Added: 0005174
2012-10-22 21:25 unknownna Note Added: 0005175
2012-10-22 21:26 unknownna File Added: 2012.10.22_23.04.09_player_bridge_desync_test_04.cld
2012-10-23 21:14 Torr Samaho Note Added: 0005179
2012-10-23 22:26 unknownna Note Added: 0005182
2012-10-23 22:26 unknownna File Added: 2012.10.24_00.16.29_zmisprediction_04.cld
2012-10-23 23:43 unknownna Note View State: 0005116: private
2012-10-23 23:44 unknownna Note View State: 0005116: public
2012-10-24 05:28 Torr Samaho Note Added: 0005186
2012-10-24 07:02 unknownna Note Added: 0005187
2012-10-24 07:03 unknownna File Added: 2012.10.24_08.41.59_player_bridge_desync_test_06.cld
2012-10-24 07:15 unknownna File Added: Screenshot_Doom_20121024_084832_03.png
2012-10-24 07:15 unknownna Note Edited: 0005187 View Revisions
2012-10-24 19:56 Torr Samaho Note Added: 0005190
2012-10-24 20:46 unknownna Note Added: 0005192
2012-10-25 19:16 unknownna Relationship added parent of 0000047
2012-11-12 21:50 unknownna Note Added: 0005391
2012-11-12 21:51 unknownna File Added: 2012.11.12_22.41.51_doom2.cld
2012-11-12 21:54 unknownna Note Edited: 0005391 View Revisions
2012-11-12 22:17 unknownna Note Edited: 0005391 View Revisions
2012-12-18 20:47 Dusk Target Version => 1.1
2013-04-06 02:31 Arco Note Added: 0006240
2013-04-07 20:19 Dusk Relationship added related to 0001222
2013-04-07 20:19 Dusk Note Added: 0006270
2013-04-07 20:19 Dusk Status needs testing => resolved
2013-04-07 20:19 Dusk Fixed in Version => 1.1
2013-04-07 20:19 Dusk Resolution open => fixed
2015-07-10 22:11 unknownna Relationship added related to 0002294
2018-09-30 20:15 Blzut3 Status resolved => closed






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