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Summary 0001828: Actor Z desync with height (on the ground when sprite is drawn at the top of the ledge)
Revision 2014-06-10 03:53 by Watermelon
Description If you spawn an actor on the edge, it seems to think it is at the top. The sprite is rendered at the top, but the (invisible) actor is on the bottom. The client is predicting the wrong location when it spawns.


INTERESTINGLY:
If cl_capfps is false, you can see it 'drop down' really quickly.
If cl_capfps is true, you do not see it drop down at all


The actor is on the ground, and this is really bad because in AOW2, if you spawn a turret at the very edge at the top... you see it at the top and shoot at it, but it's not there. This is obviously not good.


Seems to happen with monsters. Going to investigate torches.






EDIT:
Does NOT happen in Single Player offline





EDIT:
Happens in 2.0 as well
Revision 2014-06-10 03:52 by Watermelon
Description If you spawn an actor on the edge, it seems to think it is at the top. The sprite is rendered at the top, but the (invisible) actor is on the bottom. The client is predicting the wrong location when it spawns.


INTERESTINGLY:
If cl_capfps is false, you can see it 'drop down' really quickly.
If cl_capfps is true, you do not see it drop down at all


The actor is on the ground, and this is really bad because in AOW2, if you spawn a turret at the very edge at the top... you see it at the top and shoot at it, but it's not there. This is obviously not good.


Seems to happen with monsters. Going to investigate torches.






EDIT:

Does NOT happen in Single Player offline
Revision 2014-06-10 03:19 by Watermelon
Description If you spawn an actor on the edge, it seems to think it is at the top. The sprite is rendered at the top, but the (invisible) actor is on the bottom. The client is predicting the wrong location when it spawns.


INTERESTINGLY:
If cl_capfps is false, you can see it 'drop down' really quickly.
If cl_capfps is true, you do not see it drop down at all


The actor is on the ground, and this is really bad because in AOW2, if you spawn a turret at the very edge at the top... you see it at the top and shoot at it, but it's not there. This is obviously not good.


Seems to happen with monsters. Going to investigate torches.



----------------------------------------------------
EDIT:
This also happens with spawned items too.
Revision 2014-06-10 03:10 by Watermelon
Description If you spawn an actor on the edge, it seems to think it is at the top. The sprite is rendered at the top, but the (invisible) actor is on the bottom. The client is predicting the wrong location when it spawns.


INTERESTINGLY:
If cl_capfps is false, you can see it 'drop down' really quickly.
If cl_capfps is true, you do not see it drop down at all


The actor is on the ground, and this is really bad because in AOW2, if you spawn a turret at the very edge at the top... you see it at the top and shoot at it, but it's not there. This is obviously not good.


Seems to happen with monsters. Going to investigate torches.
Revision 2014-06-10 03:09 by Watermelon
Description If you spawn an actor on the edge, it seems to think it is at the top. The sprite is rendered at the top, but the (invisible) actor is on the bottom. The client is predicting the wrong location when it spawns.


INTERESTINGLY:
If cl_capfps is false, you can see it 'drop down' really quickly.
If cl_capfps is true, you do not see it drop down at all

The actor is on the ground, and this is really bad because in AOW2, if you spawn a turret at the very edge at the top... you see it at the top and shoot at it, but it's not there. This is obviously not good.
Revision 2014-06-10 03:01 by Watermelon
Description I tried with multiple people, if you spawn an actor an edge (we used AOW2 but you can use any wad that spawns things), it will drop down in uncapped FPS and instantly be pulled back up to the top.

In capped, it never happens.






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