MantisBT - Zandronum |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0001179 | Zandronum | [All Projects] Bug | public | 2012-11-12 10:42 | 2019-06-04 21:54 |
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Reporter | unknownna | |
Assigned To | Dusk | |
Priority | normal | Severity | minor | Reproducibility | always |
Status | new | Resolution | open | |
Platform | | OS | | OS Version | |
Product Version | 1.0 | |
Target Version | | Fixed in Version | | |
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Summary | 0001179: ScriptedMarine is buggy online |
Description | It will display the wrong frames online when attacking. |
Steps To Reproduce | 1. zandronum -host +sv_cheats 1
2. Connect a client to the server and join the game.
3. "god; summon marinessg" in the console. |
Additional Information | Missile.SSG:
PLAY E 3 A_M_CheckAttack
PLAY F 7 BRIGHT A_M_FireShotgun2
Goto See
SkipAttack:
PLAY A 1
Goto See
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Tags | No tags attached. |
Relationships | |
Attached Files | |
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Issue History |
Date Modified | Username | Field | Change |
2012-11-12 10:42 | unknownna | New Issue | |
2012-11-12 10:42 | unknownna | Status | new => confirmed |
2012-11-12 10:43 | unknownna | Additional Information Updated | bug_revision_view_page.php?rev_id=2964#r2964 |
2012-11-12 14:18 | Dusk | Note Added: 0005385 | |
2012-11-12 14:18 | Dusk | Assigned To | => Dusk |
2012-11-12 14:18 | Dusk | Status | confirmed => needs review |
2012-11-12 14:47 | unknownna | Note Added: 0005386 | |
2012-11-12 14:49 | unknownna | Note Edited: 0005386 | bug_revision_view_page.php?bugnote_id=5386#r2968 |
2012-11-12 20:57 | Dusk | Status | needs review => assigned |
2012-11-12 21:43 | Dusk | Note Added: 0005390 | |
2012-11-12 21:43 | Dusk | Status | assigned => needs review |
2012-11-13 20:59 | Torr Samaho | Note Added: 0005392 | |
2012-11-15 16:39 | Dusk | Note Added: 0005399 | |
2012-11-18 09:24 | Torr Samaho | Note Added: 0005407 | |
2012-11-18 12:41 | Torr Samaho | Note Added: 0005415 | |
2012-11-18 12:42 | Torr Samaho | Note Edited: 0005415 | bug_revision_view_page.php?bugnote_id=5415#r2977 |
2012-11-18 12:42 | Torr Samaho | Note Revision Dropped: 5415: 0002976 | |
2012-11-18 12:42 | Torr Samaho | Status | needs review => feedback |
2012-11-18 12:52 | Torr Samaho | Note Edited: 0005415 | bug_revision_view_page.php?bugnote_id=5415#r2978 |
2012-11-18 18:37 | Dusk | Note Added: 0005416 | |
2012-11-18 18:37 | Dusk | Status | feedback => needs testing |
2012-11-18 19:58 | Torr Samaho | Note Added: 0005419 | |
2012-12-18 20:44 | Dusk | Target Version | => 1.1 |
2013-02-27 00:14 | Qent | Note Added: 0006083 | |
2013-04-04 00:21 | Arco | Note Added: 0006205 | |
2013-04-05 19:53 | Dusk | Status | needs testing => assigned |
2013-06-11 04:16 | Arco | Note Added: 0006421 | |
2013-06-23 20:10 | Dusk | Target Version | 1.1 => |
2019-06-04 21:54 | Dusk | Status | assigned => new |
Notes |
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(0005385)
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Dusk
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2012-11-12 14:18
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(0005386)
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unknownna
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2012-11-12 14:47
(edited on: 2012-11-12 14:49) |
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Good job, Dusk. But I think that the MarineFist and MarineBFG actors are affected too.
Melee.Fist:
PLAY E 4 A_FaceTarget
PLAY F 4 A_M_Punch(1)
PLAY A 9
PLAY A 0 A_M_Refire
Loop
PLAY A 5 A_FaceTarget
Goto See Missile.BFG:
PLAY E 5 A_M_BFGSound
PLAY EEEEE 5 A_FaceTarget
PLAY F 6 A_M_FireBFG
PLAY A 4 A_FaceTarget
PLAY A 0 A_M_Refire
Loop
PLAY A 0
Goto See
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(0005390)
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Dusk
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2012-11-12 21:43
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Fixed the BFG marine
I'm not sure how to handle the fist marine, though. It seems to be a much deeper issue than just a missing server command call and the desync is not very great. |
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The A_M_BFGSound patch is perfect, the A_M_CheckAttack patch is also fine technically, I just have my usual pedantic style complaints (missing new line + unrelated changes merged into a bug fix commit). |
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(0005399)
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Dusk
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2012-11-15 16:39
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Fine... here is this, then, Collaped stuff while I was at it. I could of sworn we were meant to reduce copy/paste code though.. |
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Thanks! Pulled and rebased.
Quote from Dusk I could of sworn we were meant to reduce copy/paste code though..
Absolutely. We should just not mix changes that are intended to change the code behavior (e.g. bug fixes) and changes that are solely meant to make the code simpler while keeping the behavior exactly the same (e.g. copy and paste reduction by function use) in the same commit. Keeping these things in different commits makes debugging and change tracking easier. |
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(0005415)
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Torr Samaho
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2012-11-18 12:41
(edited on: 2012-11-18 12:52) |
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Quote from unknownna
Melee.Fist:
PLAY E 4 A_FaceTarget
PLAY F 4 A_M_Punch(1)
PLAY A 9
PLAY A 0 A_M_Refire
Loop
PLAY A 5 A_FaceTarget
Goto See
This suffers the same fate as all server handled jump functions: The client doesn't have enough information to evaluate A_M_Refire and just always ignores it, i.e. it always executes the loop statement. If the server decides that the actor has to stop refiring, it informs the client. But till this information reaches the client, the client will already have started to refire locally, leading to a small desync.
BTW: In A_M_Punch the server doesn't inform the clients about the changed angle, this shouldn't make much of a difference though. EDIT: I added the missing angle synchronization.
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(0005416)
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Dusk
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2012-11-18 18:37
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Quote Keeping these things in different commits makes debugging and change tracking easier.
Ah, right. Was not aware of this. I'll mark this as needing testing now that it's pulled. |
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I'm sorry. I thought we talked about this a while ago, but it's quite possible that I only mentioned this to TIHan and never told you about this. |
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(0006083)
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Qent
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2013-02-27 00:14
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The BFG and SSG marines look better. I can't see any desyncs. Was the fist marine changed? |
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(0006205)
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Arco
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2013-04-04 00:21
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Fist marines occasionally desync when there's lag. The SSG and BFG marines are, as Qent stated, fixed. |
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(0006421)
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Arco
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2013-06-11 04:16
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Latest version does not conform. Fist marines do not have the correct frames with induced pings. |
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