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| View Revisions: Issue #3315 | [ All Revisions ] [ Back to Issue ] | ||
| Summary | 0003315: Incorrect ticking routine for players on servers | ||
| 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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| 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 |
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