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Summary 0001116: Client fires weapon too early after respawning
Revision 2012-10-10 16:27 by unknownna
Additional Information I recorded a demo of the issue with Zandronum 1.0. Notice how the ammo value corrects itself after the changemap map change.

BTW: Zandronum's demo recording is broken. It doesn't show the selected plasma rifle after respawning. I'll create a separate ticket for this.
Revision 2015-06-16 10:04 by unknownna
Additional Information I recorded a demo of the issue with Zandronum 1.0. Notice how the ammo value corrects itself after the changemap map change.

BTW: Zandronum's demo recording is broken. It doesn't show the selected plasma rifle after respawning. I'll create a separate ticket for this.

It started to break when respawning in 98e r3297
Revision 2012-10-10 16:27 by unknownna
Description After playing a lot of Armageddon invasion yesterday, I noticed some weapon desyncs. One of them was very evident and I managed to reproduce it, but the other one is a bit more tricky and I didn't manage to reproduce it yet.

* The client starts to fire the weapon too early after respawning, causing it to use more ammo than it should. Also happens in DM. Very easy to reproduce. Simply hold +attack immediately after pressing your bound respawn key. Most noticeable with the plasma rifle in COOP.
* The client starts to fire the weapon too early after selecting a weapon. Most noticeable when for instance switching from the plasma rifle to the SSG.

Although we managed to greatly improve the weapon synchronization, we still have to take care of this respawning issue since it happens all the time without any PWADs.
Revision 2015-06-16 10:28 by unknownna
Description The client starts to fire the weapon too early after respawning, causing it to use more ammo than it should. Also happens in DM. Very easy to reproduce. Simply hold +attack immediately after pressing your bound respawn key. Most noticeable with the plasma rifle in COOP.

Although we managed to greatly improve the weapon synchronization, we still have to take care of this respawning issue since it happens all the time without any PWADs.
Revision 2015-06-16 10:28 by unknownna
Additional Information I recorded a demo of the issue with Zandronum 1.0. Notice how the ammo value corrects itself after the changemap map change.

It started to break when respawning in 98e r3297.
Revision 2012-10-10 16:27 by unknownna
Steps To Reproduce 1. zandronum.exe -playdemo 2012.10.10_18.15.36_doom2.cld
Revision 2018-08-25 01:13 by unknownna
Steps To Reproduce player_sprite_desync_test_02.wad

1. zandronum -host -iwad doom2.wad -file player_sprite_desync_test_02.wad +deathmatch 1 +sv_weaponstay 1 +sv_cheats 1
2. Connect a client to the server with an emulated ping of 160.
3. Join the game.
4a. Copy-paste "kill;wait 30;+use;+forward;wait 25;god;+attack;-forward;wait 110;-use;-forward;-attack" into the console.
If that doesn't work, do step 4b instead.
4b. Copy-paste "kill;wait 30;+use;+forward;wait 49;god;+attack;-forward;wait 110;-use;-forward;-attack" into the console.

1. zandronum.exe -playdemo 2012.10.10_18.15.36_doom2.cld
Revision 2018-09-12 15:01 by unknownna
Steps To Reproduce 1. zandronum -host -iwad doom2.wad -file wepdesync_3.0.wad
2. Connect a client to the server with an emulated ping of 160.
3. Join the game.
4. Copy-paste "kill;wait 10;+use;wait 9;+attack;wait 38;-attack" into the console. The client will fire the plasma rifle a bit too early causing it to use more ammo than it should in addition to the projectiles disappearing.
5. Re-enter the bind to reproduce the desync every time.

1. zandronum.exe -playdemo 2012.10.10_18.15.36_doom2.cld
Revision 2024-05-15 15:58 by unknownna
Steps To Reproduce 1. zandronum -host -iwad doom2.wad -file wepdesync_3.0.wad
2. Connect a client to the server with an emulated ping of 160 and join the game.
3. Copy-paste "kill;wait 10;+use;wait 9;+attack;wait 38;-attack" into the console. The client will respawn and fire the plasma rifle a bit too early causing it to use more ammo than it should. What happens is that the client starts to spend ammo and animate the weapon too early, even though nothing happens on the server. No projectiles actually spawn. The ammo drops from 200/300 to 198/300.
4. "changemap map01" in the server console. When you enter the map you'll see that the ammo is 200/300 again, since you didn't actually fire the weapon on the server-end in the former map.
Revision 2024-05-15 15:58 by unknownna
Additional Information I recorded a demo of the issue with Zandronum 1.0. Notice how the ammo value corrects itself after the changemap map change.

zandronum.exe -playdemo 2012.10.10_18.15.36_doom2.cld

It started to break when respawning in 98e r3297.






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