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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0001079 | Zandronum | [All Projects] Bug | public | 2012-09-27 10:04 | 2018-09-30 20:15 | ||||
Reporter | unknownna | ||||||||
Assigned To | Torr Samaho | ||||||||
Priority | urgent | Severity | major | Reproducibility | always | ||||
Status | closed | Resolution | fixed | ||||||
Platform | OS | OS Version | |||||||
Product Version | 1.0 | ||||||||
Target Version | 1.1 | Fixed in Version | 1.1 | ||||||
Summary | 0001079: Client greatly mispredicts its z position if pushed over a ledge by something else | ||||||||
Description | This 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 Reproduce | 1. zandronum.exe -file zmisprediction_01.wad -playdemo 2012.09.27_11.57.14_zmisprediction_01.cld | ||||||||
Additional Information | I 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 | zmisprediction_01.wad [^] (1,870 bytes) 2012-09-27 10:04 2012.09.27_11.57.14_zmisprediction_01.cld [^] (72,723 bytes) 2012-09-27 10:05 floor_lowerbyvalue_test_02.wad [^] (1,382 bytes) 2012-09-30 10:43 floor_lowerbyvalue_test_03.wad [^] (2,944 bytes) 2012-10-01 03:48 2012.10.01_05.41.56_floor_lowerbyvalue_test_03.cld [^] (66,808 bytes) 2012-10-01 03:48 2012.10.08_01.26.15_zmisprediction_01.cld [^] (43,353 bytes) 2012-10-07 23:39 player_bridge_desync_test_04.wad [^] (6,204 bytes) 2012-10-14 18:46 2012.10.14_20.43.32_player_bridge_desync_test_04.cld [^] (26,021 bytes) 2012-10-14 18:46 2012.10.15_23.41.07_player_bridge_desync_test_04.cld [^] (17,828 bytes) 2012-10-15 21:43 2012.10.21_21.11.28_player_bridge_desync_test_04.cld [^] (38,168 bytes) 2012-10-21 19:14 zmisprediction_04.wad [^] (8,158 bytes) 2012-10-21 21:50 2012.10.21_23.42.09_zmisprediction_04.cld [^] (18,919 bytes) 2012-10-21 21:50 player_bridge_desync_test_06.wad [^] (6,168 bytes) 2012-10-22 05:20 2012.10.22_07.03.29_player_bridge_desync_test_06.cld [^] (37,551 bytes) 2012-10-22 05:20 2012.10.22_23.04.09_player_bridge_desync_test_04.cld [^] (31,798 bytes) 2012-10-22 21:26 2012.10.24_00.16.29_zmisprediction_04.cld [^] (32,203 bytes) 2012-10-23 22:26 2012.10.24_08.41.59_player_bridge_desync_test_06.cld [^] (35,980 bytes) 2012-10-24 07:03 Screenshot_Doom_20121024_084832_03.png [^] (498,794 bytes) 2012-10-24 07:15 2012.11.12_22.41.51_doom2.cld [^] (17,967 bytes) 2012-11-12 21:51 | ||||||||
Relationships | |||||||||||||||||||||
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Notes | |
(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. |
(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? |
(0004875) unknownna (updater) 2012-09-30 10:45 |
Quote from Torr Samaho 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. |
(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. |
(0004890) unknownna (updater) 2012-10-01 03:48 edited on: 2012-10-01 03:50 |
Quote from Torr Samaho 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 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 |
(0004901) Torr Samaho (administrator) 2012-10-01 20:09 |
Quote from unknownnaJust 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? |
(0004905) unknownna (updater) 2012-10-02 01:11 |
It seems to be a bit smoother in 1.0. |
(0005007) Torr Samaho (administrator) 2012-10-06 20:15 edited on: 2012-10-06 20:15 |
Quote from unknownnaCan 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 unknownnaThis binary should improve the behavior, the view shouldn't get stuck on the higher floor anymore. At least it's fixed in your demo. |
(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. |
(0005009) unknownna (updater) 2012-10-06 23:16 edited on: 2012-10-06 23:17 |
Quote from Torr Samaho Indeed, it took care of the issue. Well done. Quote from Torr Samaho 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. |
(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. |
(0005017) unknownna (updater) 2012-10-07 08:55 |
Quote from Torr Samaho Yes, this seems to be even smoother than 1.0. |
(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? |
(0005046) unknownna (updater) 2012-10-07 23:39 |
Quote from Torr Samaho 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. |
(0005095) Torr Samaho (administrator) 2012-10-14 08:13 |
Quote from unknownnaThat 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? |
(0005100) unknownna (updater) 2012-10-14 11:12 |
Quote from Torr Samaho 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. |
(0005103) Torr Samaho (administrator) 2012-10-14 12:43 |
Quote from unknownna 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 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. |
(0005106) unknownna (updater) 2012-10-14 13:58 |
Quote from Torr Samaho 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 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. |
(0005111) Torr Samaho (administrator) 2012-10-14 17:28 |
Quote from unknownna 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 unknownnaQuote from Torr SamahoI 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 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). |
(0005112) unknownna (updater) 2012-10-14 18:21 |
Quote from Torr Samaho It's good to know that we're on the same team. Thanks. Quote from Torr Samaho 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 Jumping still seems to work like before. |
(0005114) Torr Samaho (administrator) 2012-10-14 18:26 |
Quote from unknownna 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. |
(0005116) unknownna (updater) 2012-10-14 18:46 edited on: 2012-10-15 00:19 |
Quote from Torr Samaho 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 I stand corrected. You're right, but it's still not good enough. |
(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... |
(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 |
(0005163) unknownna (updater) 2012-10-21 19:00 |
Quote from unknownna I was able to reproduce this in 1.0 as well, but it's easier to reproduce it in the newer builds. |
(0005164) Torr Samaho (administrator) 2012-10-21 19:02 |
Do you have a demo of this? |
(0005166) unknownna (updater) 2012-10-21 19:14 |
Quote from Torr Samaho zandronum.exe -file player_bridge_desync_test_04.wad -playdemo 2012.10.21_21.11.28_player_bridge_desync_test_04.cld |
(0005168) Torr Samaho (administrator) 2012-10-21 21:09 |
Please check if this is better without breaking anything else. |
(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. |
(0005170) unknownna (updater) 2012-10-22 05:21 |
Quote from unknownna 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 |
(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? |
(0005172) unknownna (updater) 2012-10-22 05:48 edited on: 2012-10-22 05:49 |
Quote from Torr Samaho 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. |
(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. |
(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 |
(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? |
(0005182) unknownna (updater) 2012-10-23 22:26 |
Quote from Torr Samaho It seems to work exactly like the last testing binary. Quote from Torr Samaho 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 |
(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. |
(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. |
(0005190) Torr Samaho (administrator) 2012-10-24 19:56 |
The first person perspective of the demo looks very smooth to me. |
(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. |
(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 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. |
(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. |
(0006270) Dusk (developer) 2013-04-07 20:19 |
Quote This is reported as 0001222 I'm closing this now that all other issues appear to be resolved and confirmed as fixed. |
This issue is already marked as resolved. 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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