MantisBT - Zandronum |
View Issue Details |
|
ID | Project | Category | View Status | Date Submitted | Last Update |
0001253 | Zandronum | [All Projects] Bug | public | 2013-01-19 21:44 | 2018-09-30 21:39 |
|
Reporter | Watermelon | |
Assigned To | | |
Priority | normal | Severity | minor | Reproducibility | always |
Status | closed | Resolution | fixed | |
Platform | | OS | | OS Version | |
Product Version | 1.0 | |
Target Version | 2.2 | Fixed in Version | 2.2 | |
|
Summary | 0001253: Team telefrag issue: G_CheckSpot always returns true if the spawn spot is > player height for the sector it's in |
Description | I went through and did some debugging, and G_CheckSpot returns true if the team spawn spot is > the player height.
In IDL map04, the team spawn spots are 64 units off the ground (as with everything else in the map), and they proceed to drop to the ground due to gravity. For some reason, G_CheckSpot uses the Z height of the spawn spot in determining if players will telefrag, but when it thinks it's clear (because nothing is in the way at that height level), it returns true and tells the spawning function that it's clear to go.
I am unclear if the spawn spot is actually forced to the ground by gravity, or if it just spawns the player on the ground, but one of them is done and this results in telefragging of the player.
Therefore, there needs to be a tweak to either
- Check the actual location of the spawn spot and see if it's using the Z height of where the map thing starts, rather than where it may be due to gravity
- Check and see if the spawning occurs at the ground level regardless of the Z height
This has come up because it's a major inconvenience when you frag a team-mate because the author of the map made all his things spawn 64 units off the ground.
G_CheckSpot works fine in other maps where everything is ground level. |
Steps To Reproduce | |
Additional Information | |
Tags | No tags attached. |
Relationships | related to | 0001032 | closed | Torr Samaho | Z-Height support for player starts | related to | 0001634 | closed | Edward-san | Weird spawn telefragging behavior on Duel32 + Transfer Heights | related to | 0001499 | closed | | Slight chance that players will spawn on each other (same spawnpoint) | related to | 0002791 | confirmed | | Moving slightly off a spawn makes you vunerable to join/defect telefrag in team games |
|
Attached Files | |
|
Issue History |
Date Modified | Username | Field | Change |
2013-01-19 21:44 | Watermelon | New Issue | |
2013-01-20 09:25 | Torr Samaho | Note Added: 0005802 | |
2013-01-20 09:25 | Torr Samaho | Status | new => feedback |
2013-01-20 16:53 | Watermelon | Note Added: 0005803 | |
2013-01-20 16:53 | Watermelon | Status | feedback => new |
2013-01-21 06:26 | Torr Samaho | Note Added: 0005805 | |
2013-02-06 23:57 | Watermelon | Note Added: 0005952 | |
2013-02-07 01:07 | Watermelon | Note Edited: 0005952 | bug_revision_view_page.php?bugnote_id=5952#r3276 |
2013-02-07 04:36 | ZzZombo | Note Added: 0005960 | |
2013-02-07 12:06 | Dusk | Status | new => acknowledged |
2013-02-07 12:06 | Dusk | Resolution | open => waiting for zdoom |
2013-02-07 12:16 | Edward-san | Note Added: 0005962 | |
2013-02-07 22:59 | Dusk | Note Added: 0005965 | |
2013-02-07 22:59 | Dusk | Status | acknowledged => feedback |
2013-02-08 12:05 | Dusk | Note Edited: 0005965 | bug_revision_view_page.php?bugnote_id=5965#r3291 |
2013-03-14 02:26 | Watermelon | Note Added: 0006118 | |
2013-03-14 02:26 | Watermelon | Status | feedback => new |
2013-08-01 14:14 | Watermelon | Note Added: 0006878 | |
2013-08-01 23:49 | Dusk | Resolution | waiting for zdoom => open |
2013-08-13 22:56 | Qent | Note Added: 0007017 | |
2013-09-13 13:49 | Dusk | Relationship added | related to 0001499 |
2014-06-11 15:46 | Watermelon | Relationship added | related to 0001032 |
2014-06-11 15:47 | Watermelon | Relationship added | related to 0001634 |
2014-06-11 15:49 | Watermelon | Status | new => confirmed |
2014-06-24 19:25 | Watermelon | Note Added: 0009731 | |
2014-06-24 19:25 | Watermelon | Status | confirmed => needs review |
2014-06-24 19:32 | Torr Samaho | Note Added: 0009733 | |
2014-06-24 19:32 | Torr Samaho | Note Edited: 0009733 | bug_revision_view_page.php?bugnote_id=9733#r5196 |
2014-06-24 19:33 | Torr Samaho | Note Revision Dropped: 9733: 0005195 | |
2014-06-24 19:33 | Torr Samaho | Status | needs review => feedback |
2014-06-26 07:54 | JKist3 | Note Added: 0009750 | |
2014-10-09 16:34 | Watermelon | Note Added: 0010430 | |
2014-10-09 16:34 | Watermelon | Status | feedback => new |
2014-10-09 19:38 | Torr Samaho | Note Added: 0010433 | |
2014-10-15 23:05 | Watermelon | Note Added: 0010603 | |
2014-10-15 23:05 | Watermelon | Assigned To | => Watermelon |
2014-10-15 23:05 | Watermelon | Status | new => needs review |
2014-10-16 01:35 | Watermelon | Note Edited: 0010603 | bug_revision_view_page.php?bugnote_id=10603#r5776 |
2014-10-25 12:13 | Torr Samaho | Note Added: 0010681 | |
2014-10-25 12:13 | Torr Samaho | Status | needs review => needs testing |
2014-10-25 12:19 | cobalt | Target Version | => 1.4 |
2014-10-25 12:19 | cobalt | Description Updated | bug_revision_view_page.php?rev_id=5862#r5862 |
2014-10-25 12:19 | cobalt | Note Added: 0010682 | |
2015-01-18 02:06 | Watermelon | Note Added: 0011414 | |
2015-01-18 02:06 | Watermelon | Status | needs testing => assigned |
2015-01-18 03:59 | WaTaKiD | Note Added: 0011423 | |
2015-03-08 20:51 | Dusk | Target Version | 1.4 => 2.1 |
2015-03-08 20:51 | Dusk | Description Updated | bug_revision_view_page.php?rev_id=6732#r6732 |
2015-04-01 02:36 | Watermelon | Note Added: 0011958 | |
2015-04-01 09:10 | Edward-san | Note Added: 0011966 | |
2015-06-24 22:44 | Dusk | Target Version | 2.1 => 2.2 |
2016-04-10 19:25 | Dusk | Status | assigned => new |
2016-04-10 19:27 | Dusk | Assigned To | Watermelon => |
2016-07-02 11:14 | Torr Samaho | Note Added: 0015164 | |
2016-07-02 11:15 | Torr Samaho | Status | new => feedback |
2016-07-19 02:57 | Ru5tK1ng | Note Added: 0015384 | |
2016-07-19 07:46 | WaTaKiD | Note Added: 0015386 | |
2016-07-19 11:12 | Edward-san | Note Added: 0015389 | |
2016-07-19 14:11 | Ru5tK1ng | Note Added: 0015393 | |
2016-07-19 17:08 | Edward-san | Note Added: 0015397 | |
2016-07-19 17:19 | Ru5tK1ng | Relationship added | related to 0002791 |
2016-08-17 20:14 | Edward-san | Note Added: 0015456 | |
2016-08-17 20:15 | Edward-san | Note Edited: 0015456 | bug_revision_view_page.php?bugnote_id=15456#r9402 |
2016-08-18 00:41 | Ru5tK1ng | Note Added: 0015463 | |
2016-08-18 08:55 | Edward-san | Note Added: 0015473 | |
2016-08-27 20:08 | Ru5tK1ng | Note Added: 0015531 | |
2016-08-27 20:08 | Ru5tK1ng | Note Deleted: 0015531 | |
2016-08-27 20:21 | Ru5tK1ng | Note Added: 0015532 | |
2017-06-10 22:35 | Ru5tK1ng | Note Added: 0017816 | |
2017-06-10 22:35 | Ru5tK1ng | Status | feedback => resolved |
2017-06-10 22:35 | Ru5tK1ng | Resolution | open => fixed |
2017-06-10 22:35 | Ru5tK1ng | Fixed in Version | => 2.2 |
2018-09-30 21:39 | Blzut3 | Status | resolved => closed |
Notes |
|
|
Is it any different in GZDoom 323 or the most recent ZDoom version? |
|
|
|
How would I test team fragging in GZDoom/ZDoom?
Do I have to get TCP going with a test map? |
|
|
|
I think you don't need to test this with teams. Just create a DM map with two DM starts that are placed above the ground like the problematic team starts. Then start a two player (G)ZDoom deathmatch. You don't even need two real players, just start (G)ZDoom twice on the same machine (with its usual peer-to-peer network syntax) and see if these players ever telefrag each other. |
|
|
(0005952)
|
Watermelon
|
2013-02-06 23:57
(edited on: 2013-02-07 01:07) |
|
Confirmed bug on ZDoom, sent in a tracker request. We'll see where it goes.
If nothing comes of it, could there possibly be a patch made for Zan 1.1?
EDIT: Response:'http://forum.zdoom.org/viewtopic.php?f=2&t=35431 [^]'
Do we have that flag for mapinfo?
|
|
|
|
|
|
|
The revision which introduced the MAPINFO flag is 3746, btw. |
|
|
(0005965)
|
Dusk
|
2013-02-07 22:59
(edited on: 2013-02-08 12:05) |
|
|
|
|
What are thoughts on a temporary fix? Would it be a new dmflag3? Or is checking for not being in the bounding box of a player good enough? |
|
|
|
I would be interested in adding a temporary fix which could be swapped out later for Zdoom's implementation when we get there.
Though if we're going to wait for zdoom this can be closed. |
|
|
(0007017)
|
Qent
|
2013-08-13 22:56
|
|
Useplayerstartz would be a great feature to have with 3D floors. What are the chances of backporting that and then this? |
|
|
|
Do we mind having a temporary fix in while we wait for zdoom?
If no, close. If so, I'll code it. |
|
|
|
Depends on how big the fix is. According to 0001253:0005965 the fix is just
if (!(level.flags & LEVEL_USEPLAYERSTARTZ))
{
z = 0;
}
Since Zandronum doesn't have LEVEL_USEPLAYERSTARTZ, the fix should just be
z = 0;
If that's true, we can add this with a comment that it will be generalized by ZDoom changes later.
|
|
|
(0009750)
|
JKist3
|
2014-06-26 07:54
|
|
fyi this was a bug in odamex as well. It would commonly happen in judas23_: A player would drop down to get the bfg and his opponent would respawn. the player dropping to the bfg would be above the spawn point and the spawn check would return that the spawn point was available. The opponent would then spawn in the bfg, telefragging the player dropping down. Alexmax fixed this issue on odamex for what it's worth. |
|
|
|
Torr can we please do that? If that's all that needs to be done, I can test it with a few people and make sure it works. |
|
|
|
Sure, if the fix I posted in 0001253:0009733 really fixes the issue, we can add it. If you have time to test this, please go ahead. |
|
|
(0010603)
|
Watermelon
|
2014-10-15 23:05
(edited on: 2014-10-16 01:35) |
|
Pull request sent.
Tests are successful, no more telefragging occurs and it behaves expectedly.
|
|
|
|
|
|
(0010682)
|
cobalt
|
2014-10-25 12:19
|
|
|
|
|
Watakid went out of his way to hunt me down, found out this isn't working in 2.0's branch when its supposedly in. I will figure out why on returning from my RL business. |
|
|
|
<WaTaKiD> it seems while i was tested earlier, some of the other testers were running around and my multiple clients happened to get shot off the spawns slightly
<WaTaKiD> but
<WaTaKiD> i just tested again, and as long as i do not move at all upon spawning, it seems to work just fine
<WaTaKiD> striker mentioned something like it should check for the player's whole collision box, instead of only the middle of the actor or something
(sorry for the misleading info at first) |
|
|
|
Are we okay with doing a bounding box check to see if the actor is in the way? |
|
|
|
Can someone check if 0001253:0011423 happens in ZDoom 2.7.0 (which contains the fix revision 4070)? |
|
|
|
Is this still a problem in 3.0? |
|
|
|
Quote <WaTaKiD> i just tested again, and as long as i do not move at all upon spawning, it seems to work just fine
Is there an ideal wad to use for testing purposes? |
|
|
|
idl201x_b.pk3 map01 has 4 starts per team which is wut i used, but i can make a minimal example wad if requested
host a ctf server using idl201x_b.pk3 on map01
connect and join 4 clients to the same team but do not move them at all
there should be no telefragging ever
now move one of those clients just a tiny bit and spectate/rejoin with another client and eventually a telefrag will occur
i did notice that if u do rcon map/changemap map01 and start joining with the clients, theres a chance a telefrag could occur despite nobody moving
but if u spectate/rejoin, disconnect/reconnect, or exit/reconnect, no telefrag, as long as nobody moved |
|
|
|
Does it still happen with the build in 0001634 ? |
|
|
|
Everything that WataKid described still happens with that build. Just for the record, map01 in the IDL201x wad has 4 team starts for each team. I'm not sure if team spawns are handled differently from regular DM spawns. |
|
|
|
I checked the code and noticed fundamentally different issue from this ticket and causes the 'telefrags by moving a bit' problem. Can you please make a new ticket? I'll explain what's going on there. |
|
|
(0015456)
|
Edward-san
|
2016-08-17 20:14
(edited on: 2016-08-17 20:15) |
|
Apart from the 'moving a bit' issue, is it there any other bug which is directly connected to this ticket and happens in 3.0? If not, then this should be considered fixed because of the 3.0 code upgrade.
|
|
|
|
I retried the CTF test case mentioned above with 3.0-160814.
After a change map vote, I telefragged one of my teammates even though there was still 1 spot available to spawn on. |
|
|
|
Are you sure this happens only in this kind of map and not in normal CTF maps? |
|
|
|
I tried using map04 of the idlwad which has 7 teamspawns per base and I tested both the build from 1634 and 160814-2010.
After joined 6 players on 1 team, the 7th player eventually telefragged a teammate despite there being 1 free spawn. It took a few tries of spectating and joining repeatedly, but eventually it happened and a map reset wasn't needed for it to occur. No one moved or defected or anything. |
|
|
|
After looking through the ticket again, I think the original issue of G_Checkspot and Z height spawns have long been resolved considering Zandronum now has USEPLAYERSTARTZ.
All issues regarding telefragging teammates with free spawns and what not is continued in 2791 |
|