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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0002382||Zandronum||[All Projects] Bug||public||2015-08-09 12:45||2017-04-20 05:59|
|Target Version||3.0||Fixed in Version|
|Summary||0002382: Special MinotaurFriend desync in Hexen causes it to stand still on client-end: Target issue|
|Description||Under certain circumstances the MinotaurFriend actor will desync very badly on the client-end. What happens is that the monster will seem to be moving without actually moving. The animation plays and it moves on the server-end, but it's stuck on the client-end.|
* MinotaurFriend spawned by ArtiDarkServant desyncs when no enemies are nearby. Stops desyncing when enemies appear.
* MinotaurFriend spawned by "summon" command desyncs until death. Doesn't target enemies offline.
* MinotaurFriend clone spawned by map and/or "summon" command doesn't desync at all.
* MinotaurFriend clone using different "Goto Super::" desyncs until death. Doesn't target enemies offline.
|Steps To Reproduce||1. zandronum -iwad doom2.wad -file minotaur_desync.wad -host|
2. zandronum -iwad doom2.wad -file minotaur_desync.wad -connect localhost
|Additional Information||It's very confusing since it seems that inheritance has an effect here. And whether the monster was summoned or spawned through an item (ArtiDarkServant) also makes a difference apparently.|
There's also a separate issue with sprites not showing and the fade (A_SetTranslucent) not working properly due to a separate timing issue.
|Attached Files||minotaur_desync.wad [^] (688,253 bytes) 2015-08-09 12:45|
edited on: 2015-09-18 00:13
I think the decorate of the actor in current zan is what causes this problem. The actor had -if not changed, didn't check- a different spawn\See state than the one on the zdoomwiki which seems to be a fixed version of the one in zan. Causing the maulotaur to do nothing but enter its pain state over and over. Randomly attacking when it gets hit.
Edit : Clarified the intended wiki is the zdoom wiki. Specifically this page Classes:MinotaurFriend .
|Can somebody buildhttps://bitbucket.org/zandronum/zandronum-sandbox/commits/a87d7aa1ac56578070d95a7031059a9450e5f7aa [^] and check if the desyncs are gone?|
|this 3.0 build contains the above commit: https://www.dropbox.com/s/9l639g0q2ieqsi4/zandronum-3.0-r161229-1032-a87d7aa-windows.zip?dl=0 [^]|
Torr Samaho (administrator)
|Since there was no feedback for months and the patch looks reasonable, I added it.|
Tested online in tspg coop. One of the minotaurs was still badly desynced and it never moved despite being in its moving animation. Could phase through were it spawned but I would collide with its real serverside actor as thin air. The normal minotaur and dark servant ones were better as they at least moved and attacked. I think the wad has a missing frame too, not helpful...
Torr Samaho (administrator)
|Is 2.1.2 behaving any better than 3.0 in this regard?|
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|Opponents:||No one explicitly opposes this issue yet.|
|2015-08-09 12:45||unknownna||New Issue|
|2015-08-09 12:45||unknownna||File Added: minotaur_desync.wad|
|2015-08-09 12:45||unknownna||Status||new => confirmed|
|2015-08-09 12:58||unknownna||Relationship added||related to 0002338|
|2015-09-18 00:11||cruduxy||Note Added: 0013528|
|2015-09-18 00:13||cruduxy||Note Edited: 0013528||View Revisions|
|2016-12-29 10:35||Edward-san||Note Added: 0016565|
|2016-12-29 10:35||Edward-san||Assigned To||=> Edward-san|
|2016-12-29 10:35||Edward-san||Status||confirmed => feedback|
|2016-12-29 10:35||Edward-san||Target Version||=> 3.0|
|2016-12-29 14:45||WaTaKiD||Note Added: 0016568|
|2017-04-02 09:38||Torr Samaho||Note Added: 0017076|
|2017-04-02 09:38||Torr Samaho||Status||feedback => needs testing|
|2017-04-19 23:21||Combinebobnt||Note Added: 0017233|
|2017-04-20 01:01||Ru5tK1ng||Status||needs testing => feedback|
|2017-04-20 05:59||Torr Samaho||Note Added: 0017239|
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