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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0000817 | Zandronum | [All Projects] Bug | public | 2012-04-26 18:08 | 2015-06-10 02:52 | ||||||||
Reporter | Tiger | ||||||||||||
Assigned To | Torr Samaho | ||||||||||||
Priority | high | Severity | major | Reproducibility | sometimes | ||||||||
Status | assigned | Resolution | open | ||||||||||
Platform | OS | OS Version | |||||||||||
Product Version | 98d | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0000817: Thing x/y/z position desync between client/server | ||||||||||||
Description | Quote from Tiger | ||||||||||||
Steps To Reproduce | 1. skulltag.exe -file thing_desync_01.wad -host +sv_cheats 1 2. Connect a client to the server and join the game. 3. "give all; god" in the console. 4. Attack the dummy player actor with the rocket launcher. | ||||||||||||
Additional Information | Actor DummyPlayer 32767 | ||||||||||||
Attached Files | thing_desync_01.wad [^] (1,694 bytes) 2012-04-26 18:08 Screenshot_Doom_20120426_194947.png [^] (32,984 bytes) 2012-04-26 18:08 2012.09.23_22.52.13_thing_desync_01.cld [^] (84,630 bytes) 2012-09-23 20:54 thing_desync_02.wad [^] (1,914 bytes) 2012-10-01 06:35 2012.10.01_08.31.53_thing_desync_02.cld [^] (50,945 bytes) 2012-10-01 06:35 desync.png [^] (83,752 bytes) 2013-04-05 17:24 | ||||||||||||
Relationships | |||||||||||||||||||||
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Notes | |
(0003447) unknownna (updater) 2012-04-26 18:46 |
Quote from kgsws |
(0003448) unknownna (updater) 2012-04-26 18:51 edited on: 2012-04-26 18:51 |
Quote from Torr Samaho |
(0004269) Torr Samaho (administrator) 2012-08-05 16:49 |
I improved the X/Y/Z positioning of non-player actors moved by explosions online. It's not perfect but should be considerably better now. Please confirm with the upcoming beta build. |
(0004313) Qent (updater) 2012-08-07 20:42 edited on: 2012-08-07 20:43 |
The test wad works much much better! STFBall Beta 2 works better too, although we got the ball to desync on all clients on two occasions. The first time we changed the map, but the second time the ball fixed itself in about a second. 'http://www.mediafire.com/file/wcq9pfrqhh7nhhf/stfball_testing.7z [^]' has demos. |
(0004315) Torr Samaho (administrator) 2012-08-07 20:59 |
Can you also post a link to the wad? |
(0004316) Qent (updater) 2012-08-07 21:04 |
'http://www.mediafire.com/file/n60rowufi0ctt7r/stfball_beta2.zip [^]' is the WAD. The bug is visible in the first demo, 8 minutes into MAP03. demo_skiptics comes in handy! :) |
(0004784) unknownna (updater) 2012-09-23 20:54 |
I can still desync the dummy player pretty quickly with the chaingun in Zandronum 1.0 if I circle around it while bumping into it. I recorded a demo of it. |
(0004891) unknownna (updater) 2012-10-01 06:34 edited on: 2012-10-01 06:37 |
If you manage to get inside the client-side actor's radius and fire at the server-side actor, the server-side actor will move, but the client-side actor will stand still. It seems to be related to the old player issue where the player positions weren't sent at full precision. I edited the example WAD and recorded a new demo. It's very easy to reproduce the desync. Simply hold +forward and +attack after joining the game. It will desync at one point no matter what. You don't even need any ping emulation to reproduce the desync. |
(0005081) Watermelon (developer) 2012-10-11 02:28 |
Is there a binary to test this with? |
(0005743) Torr Samaho (administrator) 2013-01-12 21:26 |
You can test this with Zandronum 1.0. |
(0005747) Torr Samaho (administrator) 2013-01-13 09:20 |
This should improve the sync in unknownna's thing_desync_02.wad example. |
(0006092) Qent (updater) 2013-03-04 23:11 |
I couldn't desync in thing_desync_02.wad anymore, with or without ping emulation. |
(0006230) Arco (updater) 2013-04-05 17:27 edited on: 2013-04-07 21:42 |
Tested this with the latest version and it still happens. I had to test this with different reproduction steps to get this right, and the desync was successful. There’s a picture that I uploaded to validate this. Edit: Just to alleviate any confusion, I used the SSG with spread to cause the desync, and then I used the chaingun to snap them back into place. It appears that hitscan weapons have more of an effect than projectiles. This is qaint with Zombie Horde servers, as the main weapons in the mod are hitscan based. |
(0006272) Qent (updater) 2013-04-08 22:29 |
I think it's worth noting that even though I was able to desync after I tried adding packet loss, another hit would "resync." |
(0006420) Arco (updater) 2013-06-11 04:08 |
I managed to desync the actor on the latest version, but it seems to happen very rarly, even with induced packet loss. |
(0012559) unknownna (updater) 2015-06-06 20:23 |
Yes, it's still possible to desync the actor in 2.0, particularly when circlestrafing it while firing the plasmarifle and bumping into the actor at the same time. |
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Supporters: | unknownna ZzZombo Combinebobnt |
Opponents: | No one explicitly opposes this issue yet. |
Issue History | |||
Date Modified | Username | Field | Change |
2012-04-26 18:08 | unknownna | New Issue | |
2012-04-26 18:08 | unknownna | File Added: thing_desync_01.wad | |
2012-04-26 18:08 | unknownna | File Added: Screenshot_Doom_20120426_194947.png | |
2012-04-26 18:09 | unknownna | Status | new => confirmed |
2012-04-26 18:11 | unknownna | Reporter | unknownna => Tiger |
2012-04-26 18:45 | unknownna | Relationship added | related to 0000130 |
2012-04-26 18:46 | unknownna | Note Added: 0003447 | |
2012-04-26 18:51 | unknownna | Note Added: 0003448 | |
2012-04-26 18:51 | unknownna | Note Edited: 0003448 | View Revisions |
2012-04-26 18:52 | unknownna | Assigned To | => Torr Samaho |
2012-04-26 18:52 | unknownna | Status | confirmed => assigned |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
2012-08-05 16:49 | Torr Samaho | Note Added: 0004269 | |
2012-08-05 16:49 | Torr Samaho | Status | assigned => needs testing |
2012-08-07 20:42 | Qent | Note Added: 0004313 | |
2012-08-07 20:43 | Qent | Note Edited: 0004313 | View Revisions |
2012-08-07 20:59 | Torr Samaho | Note Added: 0004315 | |
2012-08-07 21:04 | Qent | Note Added: 0004316 | |
2012-09-23 20:54 | unknownna | Note Added: 0004784 | |
2012-09-23 20:54 | unknownna | File Added: 2012.09.23_22.52.13_thing_desync_01.cld | |
2012-10-01 06:34 | unknownna | Note Added: 0004891 | |
2012-10-01 06:35 | unknownna | File Added: thing_desync_02.wad | |
2012-10-01 06:35 | unknownna | File Added: 2012.10.01_08.31.53_thing_desync_02.cld | |
2012-10-01 06:37 | unknownna | Note Edited: 0004891 | View Revisions |
2012-10-01 06:37 | unknownna | Priority | normal => high |
2012-10-04 04:46 | unknownna | Relationship added | related to 0001097 |
2012-10-11 02:28 | Watermelon | Note Added: 0005081 | |
2013-01-12 21:26 | Torr Samaho | Note Added: 0005743 | |
2013-01-13 09:20 | Torr Samaho | Note Added: 0005747 | |
2013-01-13 09:20 | Torr Samaho | Target Version | => 1.1 |
2013-03-04 23:11 | Qent | Note Added: 0006092 | |
2013-04-05 17:24 | Arco | File Added: desync.png | |
2013-04-05 17:27 | Arco | Note Added: 0006230 | |
2013-04-05 19:34 | Dusk | Status | needs testing => assigned |
2013-04-07 21:42 | Arco | Note Edited: 0006230 | View Revisions |
2013-04-08 22:29 | Qent | Note Added: 0006272 | |
2013-06-11 04:08 | Arco | Note Added: 0006420 | |
2013-06-23 20:11 | Dusk | Target Version | 1.1 => |
2015-06-06 20:23 | unknownna | Note Added: 0012559 | |
2015-06-10 02:52 | unknownna | Relationship added | parent of 0002301 |
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