MantisBT - Zandronum
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0001902Zandronum[All Projects] Bugpublic2014-08-01 01:052015-08-25 22:55
Leonard 
 
highminoralways
newopen 
MicrosoftWindowsXP/Vista/7
1.2 
 
0001902: Door closing on you desync online.
I'm 100% sure many of you have already experienced this little annoying bug many times.
It's simple: whenever you run into a door that's already closing and you miss the gap by a tiny amount, desync happens. It looks like you actually made it through the door for a small bit of time and then boom, it teleports you back behind the door usually leaving you a bit confused for a moment before your enemy kills you in a trap on survival for example.
I have made a very simple test wad for that.
Simply host it and once in the map, run forward and then you can reproduce the bug infinitely many times.
It will work kinda "out of the box" and by that I mean even on your own server but the bug will look different. The door will look like it got stuck for a moment and then close on you.
Because of that I recommend using gamer's proxy with an emulated ping of say 100 and the bug will occur exactly like described in this ticket.
desync, door, online
? DoorLag.wad (6,601) 2014-08-01 01:05
/tracker/file_download.php?file_id=1274&type=bug
Issue History
2014-08-01 01:05LeonardNew Issue
2014-08-01 01:05LeonardFile Added: DoorLag.wad
2015-08-23 16:12DaedalusNote Added: 0013248
2015-08-25 22:55DuskNote Added: 0013276

Notes
(0013248)
Daedalus   
2015-08-23 16:12   
I noticed it doesn't happen with just doors either, it can be an elevator (pulls you back when you are clearly on it before it goes up) or even a monster (running past a clear gap, again pulls you back and then its suddenly in your face).

Not sure if its just a lag/packetloss issue, but it seems to happen quite often.
(0013276)
Dusk   
2015-08-25 22:55   
Plane movers (doors, platforms, etc) are always a little behind since the client only starts moving them when instructed to, and by the time the instruction reaches the client the mover has already ticked for ping/2 milliseconds on the server, so they desync. We simply don't have any mover prediction at all and this is a consequence of that.