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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0001902 | Zandronum | [All Projects] Bug | public | 2014-08-01 01:05 | 2015-08-25 22:55 | ||||||||
Reporter | Leonard | ||||||||||||
Assigned To | |||||||||||||
Priority | high | Severity | minor | Reproducibility | always | ||||||||
Status | new | Resolution | open | ||||||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||||||
Product Version | 1.2 | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0001902: Door closing on you desync online. | ||||||||||||
Description | I'm 100% sure many of you have already experienced this little annoying bug many times. It's simple: whenever you run into a door that's already closing and you miss the gap by a tiny amount, desync happens. It looks like you actually made it through the door for a small bit of time and then boom, it teleports you back behind the door usually leaving you a bit confused for a moment before your enemy kills you in a trap on survival for example. | ||||||||||||
Steps To Reproduce | I have made a very simple test wad for that. Simply host it and once in the map, run forward and then you can reproduce the bug infinitely many times. | ||||||||||||
Additional Information | It will work kinda "out of the box" and by that I mean even on your own server but the bug will look different. The door will look like it got stuck for a moment and then close on you. Because of that I recommend using gamer's proxy with an emulated ping of say 100 and the bug will occur exactly like described in this ticket. | ||||||||||||
Attached Files | DoorLag.wad [^] (6,601 bytes) 2014-08-01 01:05 | ||||||||||||
Notes | |
(0013248) Daedalus (reporter) 2015-08-23 16:12 |
I noticed it doesn't happen with just doors either, it can be an elevator (pulls you back when you are clearly on it before it goes up) or even a monster (running past a clear gap, again pulls you back and then its suddenly in your face). Not sure if its just a lag/packetloss issue, but it seems to happen quite often. |
(0013276) Dusk (developer) 2015-08-25 22:55 |
Plane movers (doors, platforms, etc) are always a little behind since the client only starts moving them when instructed to, and by the time the instruction reaches the client the mover has already ticked for ping/2 milliseconds on the server, so they desync. We simply don't have any mover prediction at all and this is a consequence of that. |
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Supporters: | Daedalus |
Opponents: | No one explicitly opposes this issue yet. |
Issue History | |||
Date Modified | Username | Field | Change |
2014-08-01 01:05 | Leonard | New Issue | |
2014-08-01 01:05 | Leonard | File Added: DoorLag.wad | |
2015-08-23 16:12 | Daedalus | Note Added: 0013248 | |
2015-08-25 22:55 | Dusk | Note Added: 0013276 |
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