MantisBT - Zandronum
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0002311Zandronum[All Projects] Bugpublic2015-06-14 08:082024-05-12 09:36
unknownna 
 
normalminoralways
confirmedopen 
2.0 
 
0002311: Weapon desync in (Team)Possession and (Team)LMS after win sequences: Client fires weapon too late
Quote from unknownna
If you hold +attack when a new warm-up round begins after a player has scored in (Team)Possession, your weapons will desync. This also happens in (T)LMS.

It desyncs right after the win sequences end. The puffs will appear at the wrong time compared to the animation of the weapon at the corresponding ping. In this case the puffs appear too early, suggesting that the server in this case fires the weapon earlier than the client is allowed to.
1. zandronum -iwad doom2.wad -host +lastmanstanding 1 +lmsallowedweapons 623 +sv_nomonsters 1
2. Connect 2 clients to the server, with at least one using an emulated ping of 300.
3. Join the game with both clients.
4. Kill the other player using the client with 300 ping.
5. Select the SSG and hold +attack when the "<name> wins!" message appears. The puffs will desync right after the win sequence ends.
No tags attached.
related to 0001116resolved Kaminsky Client fires weapon too early after respawning 
Issue History
2015-06-14 08:08unknownnaNew Issue
2015-06-14 08:08unknownnaStatusnew => confirmed
2015-06-14 08:12unknownnaNote Added: 0012699
2018-08-28 06:41unknownnaSummaryWeapon desync in (team)possession and (team)lms during countdowns: Client fires weapon too late => Weapon desync in (Team)Possession and (Team)LMS after win sequences: Client fires weapon too late
2018-08-28 06:41unknownnaDescription Updatedbug_revision_view_page.php?rev_id=11729#r11729
2018-08-28 06:41unknownnaSteps to Reproduce Updatedbug_revision_view_page.php?rev_id=11731#r11731
2018-08-28 06:41unknownnaRelationship addedrelated to 0001116
2024-05-12 09:36unknownnaNote Added: 0023694

Notes
(0012699)
unknownna   
2015-06-14 08:12   
This issue is also not that important to have fixed immediately since it doesn't affect the main gameplay.
(0023694)
unknownna   
2024-05-12 09:36   
This should probably be an easy fix someday: Delay the client's ability to fire by the duration of the win sequence + the client ping.