MantisBT - Zandronum
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0001020Zandronum[All Projects] Bugpublic2012-09-07 07:532018-08-27 18:23
unknownna 
Leonard 
normalminoralways
resolvedfixed 
1.0 
3.1 
0001020: BFG coop spy sound desync
Quote from unknownna
You can also desync the BFG attack sound by tapping the +attack button. The other client will hear the sound play when it's not supposed to.

Although we fixed the regular BFG sound desync, it's still there when coop spying. I recorded a demo of it with version 1.0.
1. zandronum.exe -host
2. Connect 2 clients to the server.
3. Join the game with client A.
4. "snd_sfxvolume 0" in the console with client A.
5. Pick up a BFG with client A (perhaps set sv_infiniteammo to 1 as well in the server console).
6. Coop spy on client A with client B.
7. Fire the BFG with client A.
No tags attached.
related to 0000553confirmed  SSG A_CheckReload coop spy desync 
related to 0001041resolved Leonard +attack desync between clients causes ammo values to desync 
? 2012.09.07_09.48.44_doom2.cld (19,267) 2012-09-07 07:53
https://zandronum.com/tracker/file_download.php?file_id=694&type=bug
Issue History
2012-09-07 07:53unknownnaNew Issue
2012-09-07 07:53unknownnaFile Added: 2012.09.07_09.48.44_doom2.cld
2012-09-07 07:53unknownnaStatusnew => confirmed
2012-09-07 10:35unknownnaRelationship addedrelated to 0000553
2016-05-14 17:30Ru5tK1ngNote Added: 0014911
2018-08-27 06:49unknownnaRelationship addedrelated to 0001041
2018-08-27 18:22unknownnaNote Added: 0019440
2018-08-27 18:23unknownnaAssigned To => Leonard
2018-08-27 18:23unknownnaStatusconfirmed => resolved
2018-08-27 18:23unknownnaResolutionopen => fixed
2018-08-27 18:23unknownnaFixed in Version => 3.1

Notes
(0014911)
Ru5tK1ng   
2016-05-14 17:30   
Currently with 2.1.2, the desync occurs after firing and running out of ammo with the BFG. When the player starts switching to the next available weapon with ammo while holding down fire, if it is a pistol, chaingun, or shotguns, the firing sound will desync.
(0019440)
unknownna   
2018-08-27 18:22   
This too seems to have been fixed in 3.1 with the unlagged fixes and the addition of a movement buffer regulator. The sounds no longer desync when tapping +attack like it does in 3.0 and before.