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IDProjectCategoryView StatusDate SubmittedLast Update
0002783Zandronum[All Projects] Bugpublic2016-07-15 02:452017-03-20 19:39
Reportertemp_user_1 
Assigned To 
PrioritynormalSeveritymajorReproducibilityalways
StatusfeedbackResolutionopen 
PlatformDesktopOSWindows 8OS Version8.1
Product Version3.0-beta 
Target Version3.0Fixed in Version 
Summary0002783: Multiplayer with Project Brutality via Zandronum 3.0 does not work correctly
Description( copied fromhttps://zandronum.com/forum/viewtopic.php?f=39&t=7598 [^] )

Here is how I start my local server:
zandronum.exe -iwad DOOM2.WAD -file "Project Brutality 2.03.pk3" -port 1234 -host -nobroadcast -private +sv_cheats 1 +bd_classicmonsters 0 +bd_TraditionalMode 0

Here is how I join that server:
zandronum.exe -iwad DOOM2.WAD -file "Project Brutality 2.03.pk3" -connect 127.0.0.1:1234

Here is how I start singleplayer:
zandronum.exe -iwad DOOM2.WAD -file "Project Brutality 2.03.pk3" +sv_cheats 1

List of issues:
    Gore is bugged and does not work correctly.
    Here is how it should be (singleplayer):https://streamable.com/m2tl [^]
    But instead I get this (when joining my server):https://streamable.com/nh3x [^]

    Grenade explosion is bugged. Sound is delayed (sometimes for as much as 5 seconds) and explosion itself is not centered on grenade. Video above illustrates this.

    No visual damage indicators (bullet holes) on HUD.

    Some weapon switching animations are bugged:https://streamable.com/z5z9 [^] (you can see silencer appear for a few frames - this does not happen in singleplayer)

    Some weapon idle animations are bugged:https://streamable.com/87te [^] (the barrel is constantly blinking red - this does not happen in singleplayer)

    Sometimes, even on lowest difficulty, enemies are still alive after getting hit with a rocket launcher. Happened about 2 or 3 times and I was unable to record it since. They flew away from the blast, laid on the floor looking confused, then stood up as if nothing happened.

    Sometimes, instead of blowing up correctly, corpses just stand in the air frozen during their "blowing up" animation midway. Happened only once, not sure if it's multiplayer-only bug.
Steps To ReproduceStart server:
zandronum.exe -iwad DOOM2.WAD -file "Project Brutality 2.03.pk3" -port 1234 -host -nobroadcast -private +sv_cheats 1 +bd_classicmonsters 0 +bd_TraditionalMode 0

Join that server:
zandronum.exe -iwad DOOM2.WAD -file "Project Brutality 2.03.pk3" -connect 127.0.0.1:1234

Additional InformationI am using:
DOOM2.WAD - md5: 25e1459ca71d321525f84628f45ca8cd, size: 14 604 584 bytes
ZandroDev3.0-160519-2047windows.zip - downloaded fromhttps://zandronum.com/download [^]
Project_Brutality_2.03.zip - downloaded fromhttp://www.moddb.com/mods/brutal-doom/addons/project-brutality [^]
Windows 8.1 64bit

I extract and put everything in the same folder, and create empty "zandronum-<username>.ini" file to force it to launch in portable mode and use default settings.

I have tried several versions of Zandronum 3.0 - ZandroDev3.0-160519-2047windows.zip, ZandroDev3.0-160510-1827windows.zip and ZandroDev3.0-150819-2351windows.zip , with no noticable difference between them.
Attached Files

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-  Notes
User avatar (0015311)
Torr Samaho (administrator)
2016-07-15 06:01

Does 2.1.2 also have these problems or is everything working fine in 2.1.2?

Can somebody create minimal example wads for the issues? Since there are several issues, it's sufficient to start with one minimal example wad that demonstrates the first problem.
User avatar (0015313)
temp_user_1 (reporter)
2016-07-15 07:18

Trying to launch singeplayer on Zandronum 2.1.2 fails with lots of errors like this one:
> Script error, "Project Brutality 2.03.pk3:melee.txt" line 2252:
> "projectilekickback" is an unknown actor property

This is expected behavior, since Project Brutality manual explicitly states:
> *THIS WILL NOT RUN ON ANY VERSION OF ZANDRONUM PRIOR TO 3.0*
User avatar (0015314)
Fastclick (reporter)
2016-07-15 11:02
edited on: 2016-07-15 11:07

As far as i know, ProjectBrutatily is not intended to play online. DECORATE code of this mode not optimized for multiplayer at all, so network buffer overflow is a permanent for it.

User avatar (0015315)
temp_user_1 (reporter)
2016-07-15 11:52

Going by what the manual ("Project Brutality 2.0 User Manual.pdf") says, it was intended to be played online:
> Now the moment we’ve all been waiting for- multiplayer. Project Brutality 2.0 is now 100% playable on the Zandronum 3.0 alpha/beta source port.

Though no exact version is specified, just "alpha/beta".

And here's the mention of the coop mode:
> Additionally, servers can toggle a "lives pool" shared between players in COOP. Server hosts can also set the number of lives shared per level.

And here's the mention of enabling Project Brutality mode, as opposed to using original Brutal Doom:
> Here are the CVARs to type in the console for each game mode: Project Brutality:

There is, however, a mention of possible bugs:
> Do note that Zandronum 3.0 is still in beta by the time this version of Project Brutality was uploaded, so bugs may/may not occur whilst playing online in comparison to a single player game.

But there are some videos of Project Brutality being successfully played in cooperative multiplayer, for example:
https://www.youtube.com/watch?v=446cTM5J9X4 [^]
https://www.youtube.com/watch?v=ttqr7h5PsSc [^]

I didn't quite understood your last part about network, but shouldn't the fact that I was using local server eliminate any chance of it causing issues?
User avatar (0015316)
Fastclick (reporter)
2016-07-15 12:09
edited on: 2016-07-15 12:13

Just to be fair, i did't test PB2.0, only previous versions.
Ok. I'll take a look in it. Pretty interesting.

P.S. About buffer. It doesn't matter localhost it or not. Zan's network code cant handle too much net-actors (players, monsters, gibs, whatever that sync between client and server), so if heavy mod (like this) is not optimized it for multiplayer - lags guarantee.
I have a gigabit connection in my LAN and also experienced lags with BD on some big maps (usually with more then 1000 monsters spawned), so network throughput doesn't really matter.

User avatar (0015405)
Fastclick (reporter)
2016-07-21 10:03
edited on: 2016-07-21 16:27

Tested with zandronum-3.0-r160703-1614-e8e72e3
Can confirm all bugs mentioned above, except grenade sound delay.
Looks like Zan skips A_JumpIfInventory \ A_Jump, in some circumstances, when online.
I will provide a minimal example later.

User avatar (0016285)
Edward-san (developer)
2016-11-22 11:48

I can't find Project_Brutality_2.03.zip, only Project_Brutality_2.03a.zip. Can you check again the problems you reported with the updated version and the latest zandronum beta?

The problems with A_Jump* are known and quite hard to solve, so I'd check the other issues first.
User avatar (0016296)
temp_user_1 (reporter)
2016-11-23 14:02

Tested again with Project_Brutality_2.03a.zip and ZandroDev3.0-161030-2038windows.zip, same setup as in first post, here's the result:https://streamable.com/8elm [^]

+ Gore is working better.
+ Bullet holes on HUD are now displayed correctly.
- Grenade explosion sound is still bugged.
User avatar (0016314)
Torr Samaho (administrator)
2016-11-24 20:04

Thanks for checking! Can somebody make a minimal example wad that allows to reproduce the problems with the grenade explosion sound?
User avatar (0017010)
Torr Samaho (administrator)
2017-03-19 11:42

Anybody interested in the grenade explosion sound being fixed? Please make a minimal example wad.
User avatar (0017033)
Cutman (reporter)
2017-03-20 18:49
edited on: 2017-03-20 19:39

Trying to dissect this (200mb) unorganized mod to try and figure out what is going on is a nightmare. I think I've found the actor in question but trying to find all the actors it spawns and the resources will not be fun, so I'd like confirmation that this is the right one before trying to go any further.

https://hastebin.com/johugefusa.pl [^]

Looking at the code and the video footage it is most likely a bounce desync.


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- Issue History
Date Modified Username Field Change
2016-07-15 02:45 temp_user_1 New Issue
2016-07-15 06:01 Torr Samaho Note Added: 0015311
2016-07-15 07:18 temp_user_1 Note Added: 0015313
2016-07-15 11:02 Fastclick Note Added: 0015314
2016-07-15 11:05 Fastclick Note Edited: 0015314 View Revisions
2016-07-15 11:07 Fastclick Note Edited: 0015314 View Revisions
2016-07-15 11:52 temp_user_1 Note Added: 0015315
2016-07-15 12:09 Fastclick Note Added: 0015316
2016-07-15 12:10 Fastclick Note Edited: 0015316 View Revisions
2016-07-15 12:13 Fastclick Note Edited: 0015316 View Revisions
2016-07-21 10:03 Fastclick Note Added: 0015405
2016-07-21 12:23 Fastclick Note View State: 0015405: private
2016-07-21 16:18 Fastclick Note Edited: 0015405 View Revisions
2016-07-21 16:18 Fastclick Note View State: 0015405: public
2016-07-21 16:27 Fastclick Note Edited: 0015405 View Revisions
2016-11-22 11:48 Edward-san Note Added: 0016285
2016-11-22 11:48 Edward-san Status new => feedback
2016-11-23 14:02 temp_user_1 Note Added: 0016296
2016-11-23 14:02 temp_user_1 Status feedback => new
2016-11-24 20:04 Torr Samaho Note Added: 0016314
2016-11-24 20:04 Torr Samaho Status new => feedback
2016-12-24 22:42 Dusk Target Version => 3.0
2017-03-19 11:42 Torr Samaho Note Added: 0017010
2017-03-20 18:49 Cutman Note Added: 0017033
2017-03-20 18:50 Cutman Note Edited: 0017033 View Revisions
2017-03-20 19:39 Cutman Note Edited: 0017033 View Revisions






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