Anonymous | Login | Signup for a new account | 2024-04-25 01:47 UTC |
My View | View Issues | Change Log | Roadmap | Zandronum Issue Support Ranking | Rules | My Account |
View Issue Details [ Jump to Notes ] | [ Issue History ] [ Print ] | ||||||||
ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0003666 | Zandronum | [All Projects] Bug | public | 2019-06-22 08:47 | 2022-09-18 17:16 | ||||
Reporter | auratoostronk | ||||||||
Assigned To | |||||||||
Priority | normal | Severity | crash | Reproducibility | always | ||||
Status | closed | Resolution | no change required | ||||||
Platform | PC | OS | Windows 10 | OS Version | 10.0.17763 | ||||
Product Version | 3.0 | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0003666: Sine and Cosine functions in decorate not working on servers? | ||||||||
Description | I'm using the following decorate code to fire a shotgun in a consistant circular pattern every time it is fired. It works fine in offline skirmish but I've tested it on TSPG's hosting service and on my own server from my own device and when it fires the game freezes until I have to close it. It does not affect the server but only the client i.e. other players on the server are not affected. | ||||||||
Steps To Reproduce | This is my code for the shotgun: Fire: TNT1 A 0 ACS_NamedExecuteAlways("PauseEnergyRegen", 0) TNT1 A 0 A_TakeInventory("StealthTic", 999) TNT1 A 0 A_FireCustomMissile("PurpleFlashShoot", 0, false) TNT1 A 0 A_PlayWeaponSound("ParticleSplitter/Fire") TNT1 A 0 A_Recoil(6) TNT1 A 0 Bright A_FireCustomMissile("SGPellet", frandom(-3.0, 3.0), true, 0.0, -1.0, 0, frandom(-3.0, 3.0)) TNT1 A 0 A_SetArg(0, 0) TNT1 A 0 A_SetArg(1, 0) Fire1: TNT1 A 0 A_FireCustomMissile("SGPellet", 1.8*cos(args[0]), false, 0.0, -1.0, 0, 1.8*sin(args[0])) TNT1 A 0 A_FireCustomMissile("SGPellet", 3.0*cos(args[0]), false, 0.0, -1.0, 0, 3.0*sin(args[0])) TNT1 A 0 A_SetArg(0, args[0] + 30) TNT1 A 0 A_JumpIf(args[0] >= 360, "Fire2") Goto Fire1 Fire2: TNT1 A 0 A_FireCustomMissile("SGPellet", 0.8*cos(args[1]), false, 0.0, -1.0, 0, 0.8*sin(args[1])) TNT1 A 0 A_FireCustomMissile("SGPellet", 4.0*cos(args[1]), false, 0.0, -1.0, 0, 4.0*sin(args[1])) TNT1 A 0 A_SetArg(1, args[1] + 60) TNT1 A 0 A_JumpIf(args[1] >= 360, "FireFinish") Goto Fire2 FireFinish: PSGF ABCBA 1 Goto Pump | ||||||||
Additional Information | I've recorded the footage of both the offline skirmish with bots and myself on my server. The files are too big to put here so I posted links to the videos on my google drive. 'https://drive.google.com/open?id=17U5qGP6lEWvHytlmjKlXfdaS1QKT4afE [^]' 'https://drive.google.com/open?id=12WMOkagcGkxR-185MwugSlDKc6Ib-X_0 [^]' | ||||||||
Attached Files | FIRE STATES.txt [^] (1,022 bytes) 2022-06-11 09:01 [Show Content]
testingabug.pk3 [^] (514 bytes) 2022-06-11 09:22 New Text Document.txt [^] (1,017 bytes) 2022-09-16 08:28 [Show Content] | ||||||||
Notes | |
(0022265) auratoostronk (reporter) 2022-06-11 09:01 edited on: 2022-06-11 09:02 |
I decided to take a tackle at this again, since I thought it might be an error on my part. It does not appear to be so. I uploaded my new code in a text document. The error occors in state Fire1, everything else is tested. Something about the sine/cosine functions don't want to work server side. I'll try to do more testing. |
(0022266) auratoostronk (reporter) 2022-06-11 09:22 |
Interestingly the crash doesn't happen with hitscans it seems. I uploaded a working pk3 that does something similar but with A_FireBullets |
(0022399) auratoostronk (reporter) 2022-09-16 08:28 edited on: 2022-09-16 08:30 |
I found a fix, and I think this issue is resolved. Swapping the "Jump If" statement to point back to the weapon state its in and changing the Goto state to the next weapon state fixes the issue. I posted it as "New Text Document" (sorry forgot the file name is visible here). |
(0022401) Kaminsky (developer) 2022-09-18 17:16 |
I'm closing this ticket now as the original issue didn't have anything to do with the sine or cosine DECORATE functions, nor did it affect the server. Rather, it was caused by an infinite loop in the "Fire1" state on the client's end (they cannot execute and will ignore jump functions on their end). Aura has found a fix to his problem since then. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
|
Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
Issue History | |||
Date Modified | Username | Field | Change |
2019-06-22 08:47 | auratoostronk | New Issue | |
2022-06-11 09:01 | auratoostronk | Note Added: 0022265 | |
2022-06-11 09:01 | auratoostronk | File Added: FIRE STATES.txt | |
2022-06-11 09:02 | auratoostronk | Note Edited: 0022265 | View Revisions |
2022-06-11 09:22 | auratoostronk | Note Added: 0022266 | |
2022-06-11 09:22 | auratoostronk | File Added: testingabug.pk3 | |
2022-09-16 08:28 | auratoostronk | Note Added: 0022399 | |
2022-09-16 08:28 | auratoostronk | File Added: New Text Document.txt | |
2022-09-16 08:30 | auratoostronk | Note Edited: 0022399 | View Revisions |
2022-09-18 17:16 | Kaminsky | Note Added: 0022401 | |
2022-09-18 17:16 | Kaminsky | Status | new => closed |
2022-09-18 17:16 | Kaminsky | Resolution | open => no change required |
Copyright © 2000 - 2024 MantisBT Team |