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View Revisions: Issue #3315 Back to Issue ]
Summary 0003315: Incorrect ticking routine for players on servers
Revision 2017-10-28 01:43 by Leonard
Steps To Reproduce Using the debug commit and the test wad referenced in 0002859:0018627:
-host a server on MAP01 (no need to enable sv_unlagged_debugactors)
-connect and join 2 clients locally (it is important to test this with no ping so as to not run into issue 0003316)
-Additionally you can connect an extra third client to make sure of what happens
-align them horizontally and try to shoot each other: if the player you're trying to shoot ticks before you do, you will completely miss him even if this is a local connection and no ping is involved
Revision 2017-10-28 01:55 by Leonard
Steps To Reproduce Using the debug commit and the test wad referenced in 0002859:0018627:
-host a server on MAP01 (no need to enable sv_unlagged_debugactors)
-connect and join 2 clients locally (it is important to test this with no ping so as to not run into issue 0003316)
-make sure to have cl_ticsperupdate on 1 so as to not run into 0003317
-additionally you can connect an extra third client to make sure of what happens
-align them horizontally and try to shoot each other: if the player you're trying to shoot ticks before you do, you will completely miss him even if this is a local connection and no ping is involved






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