MantisBT - Zandronum
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0000002Zandronum[All Projects] Bugpublic2010-08-23 19:092018-09-30 19:47
Torr Samaho 
Torr Samaho 
lowminoralways
closedfixed 
MicrosoftWindowsXP/Vista/7
98c 
98d 
0000002: Crouch Toggle doesn't work online
ConflagratedCanine wrote:
This actually WAS reported before, but it was by Lord of Hell and everybody instantly flamed his one useful post.

Just as the title says, using crouch toggle online does nothing at all.
Normally this isn't a problem, but with more and more 'environmentally sensitive' wads floating around (Hide N' Seek, WDI, blah blah), I think it would be a nice feature to fix for players.
Execute "crouch" in the console. Works offline, has no effect online.
The crouch console command doesn't work because it uses ZDoom's Net_WriteByte mechanism which isn't used in multiplayer in Skulltag at all. To fix this, additional net code needs to be written: CLIENTCOMMANDS_ToggleCrouch, etc.
No tags attached.
Issue History
2010-08-23 19:09Torr SamahoNew Issue
2010-09-05 17:45Torr SamahoStatusnew => confirmed
2010-09-05 17:49Torr SamahoSteps to Reproduce Updatedbug_revision_view_page.php?rev_id=6#r6
2010-09-06 18:39Torr SamahoAdditional Information Updatedbug_revision_view_page.php?rev_id=10#r10
2010-09-11 12:06Torr SamahoAssigned To => Torr Samaho
2010-09-11 12:06Torr SamahoStatusconfirmed => assigned
2010-09-11 12:10Torr SamahoNote Added: 0000028
2010-09-11 12:10Torr SamahoStatusassigned => feedback
2010-09-11 12:12Torr SamahoProduct Version => 98c
2010-09-12 03:36unknownnaNote Added: 0000032
2010-09-12 12:44unknownnaNote Edited: 0000032bug_revision_view_page.php?bugnote_id=32#r24
2010-09-12 13:29unknownnaNote Edited: 0000032bug_revision_view_page.php?bugnote_id=32#r25
2010-09-12 19:40Torr SamahoNote Added: 0000041
2010-09-12 19:40Torr SamahoStatusfeedback => assigned
2010-09-12 19:41Torr SamahoStatusassigned => feedback
2010-09-13 02:33unknownnaNote Added: 0000050
2010-09-18 18:01Torr SamahoNote Added: 0000076
2010-09-18 18:01Torr SamahoStatusfeedback => assigned
2010-09-18 18:01Torr SamahoStatusassigned => resolved
2010-09-18 18:01Torr SamahoFixed in Version => 98d
2010-09-18 18:01Torr SamahoResolutionopen => fixed
2012-06-09 13:22Torr SamahoCategoryGeneral => Bug
2018-09-30 19:47Blzut3Statusresolved => closed

Notes
(0000028)
Torr Samaho   
2010-09-11 12:10   
I think I found a way to let the client toggle crouch without writing any new net code (uses +crouch and +crouch internally). Can somebody test if this works sufficiently well:

'http://www.dailydoomer.com/tsst/misc/SkullDev98dCrouchToggleTest.7z [^]'
(0000032)
unknownna   
2010-09-12 03:36   
(edited on: 2010-09-12 13:29)
It works, but there's a difference between online and offline behaviour.

Offline, if in crouch mode, jumping doesn't alter your viewpoint and sprite, but online, if jumping while in crouch mode, your viewpoint and sprite changes back to the regular height and sprite until you release the jump button.

Offline, while holding jump, you cannot toggle crouch until you release the jump button. Online you can.

Edit:

And BTW, can you enable client-side prediction for crouching? Offline, there's a smooth transition in the viewpoint from standing to crouching, but online it's fast and instant.

(0000041)
Torr Samaho   
2010-09-12 19:40   
Since the online version is implemented very differently it's not surprising that it doesn't behave exactly the same. From what you report, I'd say it works sufficiently well though. Agreed?

IIRC client side prediction for crouching isn't implemented. If you would like to have it, please make a feature request. I personally don't think that it's really necessary though.
(0000050)
unknownna   
2010-09-13 02:33   
It works, but I really think that client-side prediction for crouching is crucial from a practical point of view. The instant transition also has some shakiness to it, so it can be quite disorienting if you use it a lot while aiming and such.

It'd be like not having jumping predicted.
(0000076)
Torr Samaho   
2010-09-18 18:01   
Crouch toggling should now work sufficiently well. The fact that there is no client side prediction for crouching is a completely separate issue that it not only limited to toggling crouch.