MantisBT - Zandronum |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0001170 | Zandronum | [All Projects] Bug | public | 2012-11-05 17:44 | 2014-06-08 13:20 |
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Reporter | one_Two | |
Assigned To | Torr Samaho | |
Priority | normal | Severity | trivial | Reproducibility | always |
Status | assigned | Resolution | open | |
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 |
Product Version | 1.0 | |
Target Version | | Fixed in Version | | |
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Summary | 0001170: Incorrect move_bob value showen in spy mode. |
Description | When you spy/f12 another player in a multiplayer game there weapon always seems to show the same move_bob amount, and not the correct one they have. Not 100% sure if this is a bug as I know some HUD things like the cross hair show what you have rather than the opponent, though this doesn't replicate your move_bob either. |
Steps To Reproduce | Spy/f12 on any player, tried in a lot of game modes and asked people what move_bob value they have, not sure if it effects still_bob as well. |
Additional Information | I have only tried on Windows 7 64 bit, and can only evidence this by people telling me they have a move_bob of 0 and it happens. |
Tags | No tags attached. |
Relationships | |
Attached Files | |
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Issue History |
Date Modified | Username | Field | Change |
2012-11-05 17:44 | one_Two | New Issue | |
2013-08-25 17:34 | Torr Samaho | Note Added: 0007064 | |
2013-08-25 17:37 | Konar6 | Note Added: 0007065 | |
2013-09-17 19:08 | Watermelon | Note Added: 0007203 | |
2013-09-18 16:54 | Watermelon | Assigned To | => Watermelon |
2013-09-18 16:54 | Watermelon | Status | new => confirmed |
2013-09-18 17:39 | Edward-san | Note Added: 0007224 | |
2014-05-05 22:29 | Watermelon | Note Added: 0008707 | |
2014-05-06 06:32 | Torr Samaho | Note Added: 0008719 | |
2014-05-07 17:27 | Watermelon | Status | confirmed => assigned |
2014-05-07 19:14 | Watermelon | Note Added: 0008734 | |
2014-05-07 19:14 | Watermelon | Status | assigned => needs review |
2014-05-08 00:51 | Konar6 | Note Added: 0008736 | |
2014-06-01 15:28 | Torr Samaho | Note Added: 0008830 | |
2014-06-01 15:28 | Torr Samaho | Note Edited: 0008830 | bug_revision_view_page.php?bugnote_id=8830#r4781 |
2014-06-01 15:29 | Torr Samaho | Note Revision Dropped: 8830: 0004780 | |
2014-06-01 15:29 | Torr Samaho | Status | needs review => feedback |
2014-06-01 15:54 | Dusk | Note Added: 0008831 | |
2014-06-01 17:09 | Watermelon | Note Added: 0008833 | |
2014-06-07 18:10 | Watermelon | Assigned To | Watermelon => |
2014-06-07 18:11 | Watermelon | Note Added: 0008875 | |
2014-06-07 18:11 | Watermelon | Assigned To | => Watermelon |
2014-06-07 18:11 | Watermelon | Status | feedback => needs review |
2014-06-07 18:11 | Watermelon | Assigned To | Watermelon => |
2014-06-07 18:37 | Watermelon | Assigned To | => Torr Samaho |
2014-06-07 18:37 | Watermelon | Status | needs review => assigned |
2014-06-08 13:20 | Torr Samaho | Note Added: 0008915 | |
Notes |
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That's because the clients don't report their movebob value to the server (and the server then of course can't pass the movebob values to the other clients). |
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(0007065)
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Konar6
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2013-08-25 17:37
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It should probably replicate own movebob setting, as with the crosshair etc.
I know people who turn off movebob because their head hurts from it. I used to do it as well. |
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Movebob that's non zero gives me nausea... I have to avoid spectating people if I'm not feeling well because of it. If it could do what Konar said that'd be very nice. If I get some other tickets out of the way I will probably try to fix this. |
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yeah, the client should be able to calculate his own movebob with the actual player data from the server. |
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Any issues with making it use the clients value? |
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Using the client's move_bob instead of the default move_bob for spied players sounds fine to me. |
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(0008736)
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Konar6
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2014-05-08 00:51
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Quote from Watermelon https://bitbucket.org/ChrisKOmg/zandronum/commits/ee1b461197b4afb627d62f1d788eb3ce1f3cd7ca
This looks too complicated to me. If you want to override a player's MoveBob value with the one of the console player, shouldn't it be sufficient to simply do so in the only line in the code that uses userinfo.MoveBob for something, i.e.
player->bob = FixedMul (player->bob, player->userinfo.MoveBob);
in p_user.cpp?
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(0008831)
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Dusk
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2014-06-01 15:54
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I'm thinking that this shouldn't need a cvar. While using the player's actual movebob would be most accurate and I'd dare a guess that is what ZDoom does as well, but using local movebob would certainly be an improvement over just using default movebob. |
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I'm fine with that. One line fixes are better than a ton IMO. I figure most people just want their own movebob most likely anyways. |
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Changed to 'needs review' because if Torr's line solves it, then might as well just add that and be done with this ticket. |
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I just highlighted the line that needs to be changed, not what it needs to be changed to. You'll have to add a cvar so that either player->userinfo.MoveBob is used or the corresponding value of the console player. |
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