MantisBT - Zandronum |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0001089 | Zandronum | [All Projects] Bug | public | 2012-09-30 00:56 | 2018-09-30 21:37 |
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Reporter | Dusk | |
Assigned To | Edward-san | |
Priority | normal | Severity | major | Reproducibility | always |
Status | closed | Resolution | fixed | |
Platform | | OS | | OS Version | |
Product Version | 1.0 | |
Target Version | 2.1 | Fixed in Version | 2.1 | |
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Summary | 0001089: Desync when opening polydoor gets blocked |
Description | The client keeps moving the polyobject, even if it gets blocked. |
Steps To Reproduce | Grab example wad 03b from here.
zandronum.exe -host -file polyobject_test_03b.wad
Connect a client to server, and push the switch. While the door is "opening", stuff yourself in front of the moving polyobj. The polyobject will slowly slide through you, instead of pushing against you. |
Additional Information | |
Tags | No tags attached. |
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Attached Files | |
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Issue History |
Date Modified | Username | Field | Change |
2012-09-30 00:56 | Dusk | New Issue | |
2012-09-30 00:56 | Dusk | Status | new => assigned |
2012-09-30 00:56 | Dusk | Assigned To | => Dusk |
2012-09-30 01:00 | Dusk | Note Added: 0004854 | |
2012-09-30 01:00 | Dusk | Status | assigned => needs review |
2012-09-30 07:30 | Torr Samaho | Note Added: 0004859 | |
2012-09-30 07:31 | Torr Samaho | Status | needs review => feedback |
2015-06-07 17:32 | Edward-san | Note Added: 0012585 | |
2015-06-07 17:32 | Edward-san | Assigned To | Dusk => Edward-san |
2015-06-07 17:32 | Edward-san | Status | feedback => needs review |
2015-06-07 17:33 | Edward-san | Note Edited: 0012585 | bug_revision_view_page.php?bugnote_id=12585#r7304 |
2015-06-07 17:33 | Edward-san | Target Version | => 2.1 |
2015-06-07 17:34 | Edward-san | Note Edited: 0012585 | bug_revision_view_page.php?bugnote_id=12585#r7305 |
2015-06-07 17:41 | Edward-san | Note Edited: 0012585 | bug_revision_view_page.php?bugnote_id=12585#r7306 |
2015-06-10 21:15 | Edward-san | Note Added: 0012643 | |
2015-06-10 21:50 | unknownna | Note Added: 0012644 | |
2015-06-13 09:59 | Torr Samaho | Note Added: 0012676 | |
2015-06-13 09:59 | Torr Samaho | Status | needs review => needs testing |
2015-06-13 12:16 | cobalt | Note Added: 0012681 | |
2015-06-24 22:45 | Dusk | Status | needs testing => resolved |
2015-06-24 22:45 | Dusk | Fixed in Version | => 2.2 |
2015-06-24 22:45 | Dusk | Resolution | open => fixed |
2015-06-24 22:47 | Dusk | Fixed in Version | 2.2 => 2.1 |
2018-09-30 21:37 | Blzut3 | Status | resolved => closed |
Notes |
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(0004854)
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Dusk
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2012-09-30 01:00
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This doesn't seem to fully fix the problem (the differences of online and offline behavior are more pronounced with higher ping). From what I can say the position of the poly object on the client is not the problem, the problem is that the client mispredicts its position (by ignoring the collusion of the poly door and the player body). In order to fix this, the client needs to predict the player movement caused by the collusion. |
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(0012585)
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Edward-san
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2015-06-07 17:32
(edited on: 2015-06-07 17:41) |
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Seems to work fine for me with that build. |
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(0012681)
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cobalt
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2015-06-13 12:16
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