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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0002760 | Zandronum | [All Projects] Bug | public | 2016-06-17 13:48 | 2024-02-29 06:31 | ||||
Reporter | Filystea | ||||||||
Assigned To | |||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||
Status | closed | Resolution | no change required | ||||||
Platform | OS | OS Version | |||||||
Product Version | |||||||||
Target Version | Fixed in Version | 3.1 | |||||||
Summary | 0002760: Projectile trace | ||||||||
Description | Depending on speed of projectile. the traces (actor i spawn every tic) happens to show up BEFORE it or AFTER it. AND it does not happen on SINGLE player. This been from a long time. I can work around it depending on speed setting the trace spawn TNT1 A 4 But it will not fit than on single player. | ||||||||
Additional Information | Linux abba 3.16.0-4-amd64 #1 SMP Debian 3.16.7-ckt25-2 (2016-04-08) x86_64 GNU/Linux zandronum : ZandroDev3.0-160519-2047linux-x86_64 | ||||||||
Attached Files | brokenTraceEx.pk3 [^] (6,339 bytes) 2016-07-10 14:36 | ||||||||
Notes | |
(0015125) Torr Samaho (administrator) 2016-06-26 12:50 |
Please supply a minimal example wad. |
(0015258) Filystea (reporter) 2016-07-10 14:41 |
I have uploaded the file. It shows example on doomimpball. Simply let imp shoot you and you will see broken trace on it's ball. The decorate code works fine in single player but breaks on multiplayer. Note it works good (is hard to see) if projectile speed is small. The higher the projectile speed is, the more trace spawns earlier before projectile reaches the destination - so it's like the flame goes before the ball. Just check multiplayer and single player with the pk3 file I uploaded it's hard to not miss it. You can make even faster projectile to see bigger differances. I will slowly update rest cases. |
(0015515) Torr Samaho (administrator) 2016-08-22 17:44 |
The example wad seems to work fine locally on my machine, I assume the problem only happens when there is some latency between client and sever. Looking at the wad, I'd say the following is happening: Since ImpBallP1 is a missile, the client predicts the missile movement. Since the prediction is not perfect and the server spawns the trace actors, the trace actors appear at the correct position, which differs from the predicted position of the client and leads to the effects you observe. I don't see any feasible way to fix this in Zandronum, but it should be easy to fix the problem by adjusting the wad: Make the trace actor spawning client side. This should not only fix the position problems, but will also reduce the necessary net traffic. |
(0015517) Filystea (reporter) 2016-08-22 19:25 edited on: 2016-08-22 19:31 |
Hard to believe it should have such effect on ping ~ 40 +-20 ? Since you answered -> forget about what I wrote in last post. ( I did not expect any respond so glad to hear some explanation ). I will do this. I will in free time try to run it on very little ping and than run it on very bad ping and record differences. If there are none than your point is wrong. If they are different than you are right. The client side resolution has sens at point when the trace it self does not do anything to environment (deal damage etc) so in my case 90% would be fine with this idea. (the lag between trace and missile seemed for me always the same). I still rarely play this game with my mates so I have my own point to have at least some features working. |
(0015520) Torr Samaho (administrator) 2016-08-23 06:35 |
You should be able to try whether the client side solution fixes the problem using A_SpawnItemEx with SXF_CLIENTSIDE instead of A_CustomMissile. If it does, it is also an indication that my theory about the cause of the problem is correct. As a side note, 0000705 has some more information about the client's (mis)prediction of missiles. |
(0020181) Filystea (reporter) 2018-11-25 15:09 |
This is kind of solved - lock it. |
(0020396) Filystea (reporter) 2019-02-16 19:23 |
You can lock this. The problem is probably because of position of x,y,z not in center of sprite. Problem easy to fix fuck this crap. Lock it all ready. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
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Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
Issue History | |||
Date Modified | Username | Field | Change |
2016-06-17 13:48 | Filystea | New Issue | |
2016-06-26 12:50 | Torr Samaho | Note Added: 0015125 | |
2016-06-26 12:50 | Torr Samaho | Status | new => feedback |
2016-07-10 14:36 | Filystea | File Added: brokenTraceEx.pk3 | |
2016-07-10 14:41 | Filystea | Note Added: 0015258 | |
2016-07-10 14:41 | Filystea | Status | feedback => new |
2016-08-22 17:44 | Torr Samaho | Note Added: 0015515 | |
2016-08-22 19:25 | Filystea | Note Added: 0015517 | |
2016-08-22 19:25 | Filystea | Note Edited: 0015517 | View Revisions |
2016-08-22 19:26 | Filystea | Note Edited: 0015517 | View Revisions |
2016-08-22 19:27 | Filystea | Note Edited: 0015517 | View Revisions |
2016-08-22 19:28 | Filystea | Note Edited: 0015517 | View Revisions |
2016-08-22 19:29 | Filystea | Note Edited: 0015517 | View Revisions |
2016-08-22 19:30 | Filystea | Note Edited: 0015517 | View Revisions |
2016-08-22 19:31 | Filystea | Note Edited: 0015517 | View Revisions |
2016-08-23 06:35 | Torr Samaho | Note Added: 0015520 | |
2018-11-25 15:09 | Filystea | Note Added: 0020181 | |
2019-02-16 19:23 | Filystea | Note Added: 0020396 | |
2024-02-29 06:31 | Ru5tK1ng | Status | new => closed |
2024-02-29 06:31 | Ru5tK1ng | Resolution | open => no change required |
2024-02-29 06:31 | Ru5tK1ng | Fixed in Version | => 3.1 |
2024-02-29 06:31 | Ru5tK1ng | Description Updated | View Revisions |
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