MantisBT - Zandronum
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0001468Zandronum[All Projects] Bugpublic2013-08-17 18:332018-09-30 23:59
RusselCS 
Dusk 
normalminoralways
closedfixed 
1.1.1 
1.41.4 
0001468: Projectiles with NOEXPLODEFLOOR desync online.
While modding Megaman 8-Bit Deathmatch, I noticed NOEXPLODEFLOOR causes desync online.
This issue did not occur in Skulltag 0.98e, but it has existed since Zandronum 1.0.
I have attatched a very simple test pk3 that should be run with MM8BDM-v3a or higher to test this.
1) Run MM8BDM-v3a (or later) with the given test pk3 loaded.
2) Shoot at the floor with the given weapon. The bullets should slide along the floor.
3) Close the game and launch a server with the same pwads.
4) Join the server and shoot at the floor with the base weapon again. The shots will pass through the floor completely and never seem to exist again.
In the place I first noticed this issue, the object I had was also pushable. When it was pushed, it would resync. It would desync once again upon entering a new sector.
No tags attached.
child of 0000718closed TIHan Projectile desync when fired to an edge (see demo for the effect) 
? noexplodefloor-test.pk3 (1,770) 2013-08-17 18:33
/tracker/file_download.php?file_id=1051&type=bug
? FloorRocket.wad (93) 2013-09-01 21:17
/tracker/file_download.php?file_id=1054&type=bug
Issue History
2013-08-17 18:33RusselCSNew Issue
2013-08-17 18:33RusselCSFile Added: noexplodefloor-test.pk3
2013-09-01 21:17RusselCSFile Added: FloorRocket.wad
2013-09-01 21:20RusselCSNote Added: 0007089
2013-09-01 21:20RusselCSNote Edited: 0007089bug_revision_view_page.php?bugnote_id=7089#r3975
2013-09-01 21:24RusselCSNote Edited: 0007089bug_revision_view_page.php?bugnote_id=7089#r3976
2014-06-14 17:46WatermelonNote Added: 0009328
2014-06-14 17:46WatermelonStatusnew => feedback
2014-06-14 19:04RusselCSNote Added: 0009340
2014-06-14 19:04RusselCSStatusfeedback => new
2014-06-14 21:39WatermelonNote Added: 0009342
2014-06-14 21:39WatermelonStatusnew => confirmed
2014-11-04 06:02StrikerMan780Note Added: 0010824
2014-11-04 11:08DuskAssigned To => Dusk
2014-11-04 11:08DuskStatusconfirmed => assigned
2014-11-04 11:28DuskNote Added: 0010826
2014-11-04 11:28DuskStatusassigned => needs review
2014-11-04 11:28DuskRelationship addedchild of 0000718
2014-11-04 20:34cobaltStatusneeds review => needs testing
2014-11-04 20:34cobaltTarget Version => 1.4
2014-11-04 20:34cobaltDescription Updatedbug_revision_view_page.php?rev_id=5937#r5937
2014-11-04 20:34cobaltSteps to Reproduce Updatedbug_revision_view_page.php?rev_id=5939#r5939
2014-11-04 20:34cobaltNote Added: 0010830
2015-01-04 03:19WaTaKiDNote Added: 0011258
2015-01-04 09:27DuskNote Added: 0011264
2015-01-04 09:27DuskStatusneeds testing => assigned
2015-01-04 11:30Edward-sanNote Added: 0011269
2015-01-04 11:42Torr SamahoNote Added: 0011270
2015-01-04 11:43Torr SamahoNote Edited: 0011270bug_revision_view_page.php?bugnote_id=11270#r6308
2015-01-04 11:43Torr SamahoNote Revision Dropped: 11270: 0006307
2015-01-04 14:11WaTaKiDNote Added: 0011274
2015-01-08 15:14DuskStatusassigned => resolved
2015-01-08 15:14DuskFixed in Version => 2.0
2015-01-08 15:14DuskResolutionopen => fixed
2015-01-08 15:14DuskFixed in Version2.0 => 1.4
2015-01-08 15:14DuskDescription Updatedbug_revision_view_page.php?rev_id=6356#r6356
2015-01-08 15:14DuskSteps to Reproduce Updatedbug_revision_view_page.php?rev_id=6357#r6357
2018-09-30 23:59Blzut3Statusresolved => closed

Notes
(0007089)
RusselCS   
2013-09-01 21:20   
(edited on: 2013-09-01 21:24)
Bump because this went sort of ignored.

I added a test wad that should work for Doom. It's more obvious than the buster makeup thing I had for 8BDM because I did it with the Rocket and it has particle effects.

Steps to reproduce with the second text wad:
1) Launch Doom with FloorRocket.wad.
2) Give yourself the Rocket Launcher and shoot at the floor. The rocket should glide along the floor.
3) Launch a server with the wad and repeat step 2. The rocket's particle effect should still be visible, but the rocket will appear to fly through the floor.

NOTE: This issue still exists in Zandronum 1.2.

(0009328)
Watermelon   
2014-06-14 17:46   
Still the same in 2.0?
(0009340)
RusselCS   
2014-06-14 19:04   
Testing on Zandronum 2.0-alpha-140112-1124 revealed the bug to still exist, should I be testing using a different build?
(0009342)
Watermelon   
2014-06-14 21:39   
Thats good enough
Thanks for checking!
Acknolwedged theres a bug to be fixed
(0010824)
StrikerMan780   
2014-11-04 06:02   
Just to confirm, this bug also occurs with the Return of the Triad Flamewall if the projectiles transition from one floor to another.
(0010826)
Dusk   
2014-11-04 11:28   
fixed.
(0010830)
cobalt   
2014-11-04 20:34   
Issue addressed by commit b6cac0fd212d: - fixed: missiles with +NOEXPLODEFLOOR desynced online (yet another regression caused by e7d00ce), fixes 1468
Committed by Teemu Piippo [Dusk] on Tuesday 04 November 2014 13:24:16

Changes in files:
 docs/zandronum-history.txt | 1 +
 src/p_mobj.cpp | 5 +++++
 2 files changed, 6 insertions(+), 0 deletions(-)
(0011258)
WaTaKiD   
2015-01-04 03:19   
after testing with 1.4-r150103-1325, issue seemed fixed

however, in 2.0-r150103-1327 the rocket actually climbs the steps at the start of doom 2 map01 instead of exploding at the first one, and in software the rocket looks as though it flies through the floor
(0011264)
Dusk   
2015-01-04 09:27   
That's weird. I'll have to look at that later today.
(0011269)
Edward-san   
2015-01-04 11:30   
I believe this happens because of this and this, part 1.
(0011270)
Torr Samaho   
2015-01-04 11:42   
(edited on: 2015-01-04 11:43)
I backported the fix from ZDoom revision 3578, which seems to fix the problem described in 0001468:0011258.

(0011274)
WaTaKiD   
2015-01-04 14:11   
after testing with 2.0-r150104-1249, issue seems fixed