MantisBT - Zandronum |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0002363 | Zandronum | [All Projects] Bug | public | 2015-07-26 19:53 | 2018-09-30 22:15 |
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Reporter | Edward-san | |
Assigned To | Torr Samaho | |
Priority | normal | Severity | minor | Reproducibility | have not tried |
Status | closed | Resolution | fixed | |
Platform | Linux | OS | Ubuntu | OS Version | 14.04 x86-64 |
Product Version | 3.0-beta | |
Target Version | 3.0 | Fixed in Version | 3.0 | |
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Summary | 0002363: COUNTSECRET actors are not handled properly online |
Description | Since its introduction, which happened in ZDoom r2826 , the total secret count can be adjusted during the gameplay with Decorate A_ChangeFlag("COUNTSECRET",...). Currently, clients won't update the secret count when it happens, and also, newly connected clients won't get the updated secret count value. |
Steps To Reproduce | Host a server with the attached decorate file with 'sv_cheats' enabled.
Connect with a client, join and summon 'secretclip'.
Offline, when it's spawned, the secret count increases and when picked up, the secret message appears. Online, it happens neither of them.
Now disconnect and reconnect. The secret count still has the same value as the original map, even though the server thinks it increased. |
Additional Information | |
Tags | No tags attached. |
Relationships | |
Attached Files | decorate.txt (134) 2015-07-26 19:54 /tracker/file_download.php?file_id=1592&type=bug |
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Issue History |
Date Modified | Username | Field | Change |
2015-07-26 19:53 | Edward-san | New Issue | |
2015-07-26 19:54 | Edward-san | File Added: decorate.txt | |
2015-08-09 08:50 | Torr Samaho | Assigned To | => Torr Samaho |
2015-08-09 08:50 | Torr Samaho | Status | new => assigned |
2015-08-09 09:40 | cobalt | Status | assigned => needs testing |
2015-08-09 09:40 | cobalt | Target Version | => 3.0 |
2015-08-09 09:40 | cobalt | Steps to Reproduce Updated | bug_revision_view_page.php?rev_id=7842#r7842 |
2015-08-09 09:40 | cobalt | Note Added: 0013138 | |
2015-08-09 09:40 | Torr Samaho | Note Added: 0013139 | |
2015-08-09 09:52 | Edward-san | Note Added: 0013140 | |
2015-08-09 09:54 | Edward-san | Note Edited: 0013140 | bug_revision_view_page.php?bugnote_id=13140#r7844 |
2015-11-17 03:53 | Ru5tK1ng | Note Added: 0013835 | |
2015-11-20 00:22 | Edward-san | Note Added: 0013861 | |
2015-12-07 02:09 | Ru5tK1ng | Status | needs testing => resolved |
2015-12-07 02:09 | Ru5tK1ng | Resolution | open => fixed |
2015-12-07 02:09 | Ru5tK1ng | Fixed in Version | => 3.0 |
2015-12-07 02:09 | Ru5tK1ng | Steps to Reproduce Updated | bug_revision_view_page.php?rev_id=8296#r8296 |
2018-09-30 22:15 | Blzut3 | Status | resolved => closed |
Notes |
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(0013138)
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cobalt
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2015-08-09 09:40
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This should be fixed now. The fix also fixes the ancient issue that newly connecting clients were not informed about the secrets that were already revealed. I had to change the secret handling from client side to server side for this, so possibly some things still need to be adjusted. |
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(0013140)
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Edward-san
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2015-08-09 09:52
(edited on: 2015-08-09 09:54) |
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Quote from Torr Samaho
The fix also fixes the ancient issue that newly connecting clients were not informed about the secrets that were already revealed.
I believe clients were never updated about the players' revealed secrets, unless a spectator spies a player which does the revealing, so imho this doesn't seem to be useful.
Even if it were useful, each player reveals its own secrets, so the found secret count would be different for each player, so this informing the clients idea seems to be inconsistent.
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Why would players have separate secret counts? I'm certain players share the same pool in coop. What instance are you specifically referring to?
As for the test case, it updates the count correctly online with a message and the count is correct after leaving the server. |
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Yeah, after making that comment, I asked in the zdoom forum about this (multiplayer zdoom does the same as zandronum) the whole thing was just not a bug. |
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