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Summary 0004291: Change "smooth teleporters / spawns" into a client option if possible
Revision 2024-05-31 17:16 by unknownna
Description Now bear with me, but I've observed several complaints here and there over the years from various players that teleporters are now slow. I actually kind of agree with them, even if the teleporters are completely smooth. At the time when I originally reported the issue with my limited knowledge, I didn't know and understand that the perceived problem was actually caused by an underlying bug with the client movement prediction.
In earlier versions, the client would erroneously "glue the player to the lowest floor" since the prediction thought the player was standing still on a lowering lift whenever dropping down from heights after spawning/teleporting, when bumping into things, or getting hit by archvile attacks, or any attacks really.
This prediction error would instantaneously put the player on the lowest possible floor found, even if said floor was well over 1000+ map units below the current floor. Since this bug was actually fixed later on, the teleporters and respawns shouldn't really be that glitchy anymore, and thus we don't actually need the artificial delay that was needed back then, anymore to hinder potential free player movement.

In PvP modes like CTF for instance, you need every millisecond to your advantage to get away from enemy players when carrying the flag from enemy base to home. Every single millisecond counts the moment you move onto a teleporter or when spawning and having to move as quickly as possible to get a better weapon. Being artificially held back many milliseconds equivalent to the client ping is not in the interest of any serious competitive player I'm sure. In fact, it would be rather frustrating indeed, and feel like you're restrained and being held back.

Therefore, I propose that this change is turned into a client option if possible, where the client can decide for itself whether to have "smooth teleporters & spawns" or not.
Revision 2024-05-27 08:21 by unknownna
Description Now bear with me, but I've observed several complaints here and there over the years from various players that teleporters are now slow. I actually kind of agree with them, even if the teleporters are completely smooth. At the time when I originally reported the issue with my limited knowledge, I didn't know and understand that the perceived problem was actually caused by an underlying bug with the client movement prediction.
In earlier versions, the client would erroneously "glue the player to the lowest floor" since the prediction thought the player was standing still on a lowering lift whenever dropping down from heights after spawning/teleporting, when bumping into things, or getting hit by archvile attacks, or any attacks really.
This prediction error would instantaneously put the player on the lowest possible floor found, even if said floor was well over 1000+ map units below the current floor. Since this bug was actually fixed later on, the teleporters and respawns shouldn't really be that glitchy anymore, and thus we don't actually need the artificial delay that was needed back then, anymore to hinder potential free player movement.

In PvP modes like CTF for instance, you need every millisecond to your advantage to get away from enemy players when carrying the flag from enemy base to home. Every single millisecond counts the moment you move onto a teleporter or when spawning and having to move as quickly as possible to get a better weapon. Being artificially held back many milliseconds equivalent to the client ping is not in the interest of any serious competitive player I'm sure. In fact, it would be rather frustrating indeed, and feel like you're restrained and being held back.

Therefore, I propose that this change is either turned into a client option if possible, where the client can decide for itself whether to have "smooth teleporters & spawns" or not, or that it's reverted.






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