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0002382Zandronum[All Projects] Bugpublic2015-08-09 12:452020-05-07 12:50
0002382: Special MinotaurFriend desync in Hexen causes it to stand still on client-end: Target issue
Under certain circumstances the MinotaurFriend actor will desync very badly on the client-end. What happens is that the monster will seem to be moving without actually moving. The animation plays and it moves on the server-end, but it's stuck on the client-end.

* MinotaurFriend spawned by ArtiDarkServant desyncs when no enemies are nearby. Stops desyncing when enemies appear.
* MinotaurFriend spawned by "summon" command desyncs until death. Doesn't target enemies offline.
* MinotaurFriend clone spawned by map and/or "summon" command doesn't desync at all.
* MinotaurFriend clone using different "Goto Super::" desyncs until death. Doesn't target enemies offline.
1. zandronum -iwad doom2.wad -file minotaur_desync.wad -host
2. zandronum -iwad doom2.wad -file minotaur_desync.wad -connect localhost
It's very confusing since it seems that inheritance has an effect here. And whether the monster was summoned or spawned through an item (ArtiDarkServant) also makes a difference apparently.

There's also a separate issue with sprites not showing and the fade (A_SetTranslucent) not working properly due to a separate timing issue.
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related to 0002338closed Edward-san Monster desync by dead monsters unblocked by A_NoBlocking in item pickup 
? minotaur_desync.wad (688,253) 2015-08-09 12:45
Issue History
2015-08-09 12:45unknownnaNew Issue
2015-08-09 12:45unknownnaFile Added: minotaur_desync.wad
2015-08-09 12:45unknownnaStatusnew => confirmed
2015-08-09 12:58unknownnaRelationship addedrelated to 0002338
2015-09-18 00:11cruduxyNote Added: 0013528
2015-09-18 00:13cruduxyNote Edited: 0013528bug_revision_view_page.php?bugnote_id=13528#r8069
2016-12-29 10:35Edward-sanNote Added: 0016565
2016-12-29 10:35Edward-sanAssigned To => Edward-san
2016-12-29 10:35Edward-sanStatusconfirmed => feedback
2016-12-29 10:35Edward-sanTarget Version => 3.0
2016-12-29 14:45WaTaKiDNote Added: 0016568
2017-04-02 09:38Torr SamahoNote Added: 0017076
2017-04-02 09:38Torr SamahoStatusfeedback => needs testing
2017-04-19 23:21CombinebobntNote Added: 0017233
2017-04-20 01:01Ru5tK1ngStatusneeds testing => feedback
2017-04-20 05:59Torr SamahoNote Added: 0017239
2017-05-19 02:43CombinebobntNote Added: 0017708
2017-05-19 19:47Edward-sanNote Added: 0017714
2017-05-20 11:17Torr SamahoNote Added: 0017718
2017-05-21 19:07Torr SamahoNote Added: 0017731
2017-05-21 19:13Torr SamahoNote Edited: 0017731bug_revision_view_page.php?bugnote_id=17731#r10647
2017-06-13 18:37Ru5tK1ngNote Added: 0017825
2017-06-18 10:16Edward-sanNote Added: 0017831
2017-06-18 10:16Edward-sanTarget Version3.0 => 3.1
2017-10-09 17:02Edward-sanNote Added: 0018505
2018-04-18 13:23StrikerMan780Note Added: 0019173
2018-04-20 14:52LeonardStatusfeedback => assigned
2020-05-07 12:49Edward-sanNote Added: 0021325
2020-05-07 12:49Edward-sanStatusassigned => feedback
2020-05-07 12:50Edward-sanNote Edited: 0021325bug_revision_view_page.php?bugnote_id=21325#r13090

2015-09-18 00:11   
(edited on: 2015-09-18 00:13)
I think the decorate of the actor in current zan is what causes this problem. The actor had -if not changed, didn't check- a different spawn\See state than the one on the zdoomwiki which seems to be a fixed version of the one in zan. Causing the maulotaur to do nothing but enter its pain state over and over. Randomly attacking when it gets hit.

Edit : Clarified the intended wiki is the zdoom wiki. Specifically this page Classes:MinotaurFriend .

2016-12-29 10:35   
Can somebody build [^] and check if the desyncs are gone?
2016-12-29 14:45   
this 3.0 build contains the above commit: [^]
Torr Samaho   
2017-04-02 09:38   
Since there was no feedback for months and the patch looks reasonable, I added it.
2017-04-19 23:21   

Tested online in tspg coop. One of the minotaurs was still badly desynced and it never moved despite being in its moving animation. Could phase through were it spawned but I would collide with its real serverside actor as thin air. The normal minotaur and dark servant ones were better as they at least moved and attacked. I think the wad has a missing frame too, not helpful...
Torr Samaho   
2017-04-20 05:59   
Is 2.1.2 behaving any better than 3.0 in this regard?
2017-05-19 02:43   
2017-05-19 19:47   
I guess the changelog entry should be amended.
Torr Samaho   
2017-05-20 11:17   
Please go ahead and suggest how to amend it.
Torr Samaho   
2017-05-21 19:07   
(edited on: 2017-05-21 19:13)
For the record:

<edward-san>I just wanted to say that regarding ticket 2382 maybe the changelog can be changed to something which is "slightly improved".

EDIT: I updated the changelog entry accordingly.

2017-06-13 18:37   
Going by Bob's tests, it appears that the minotaur is indeed slightly improved. But are there going to be any more attempts at improving? If so, then this might be better moved to 3.1.
2017-06-18 10:16   
If so, then this might be better moved to 3.1.

Agreed. Done.
2017-10-09 17:02   
Can I have an example wad with the missing sprites of the minotaur? I cannot investigate this without it.
2018-04-18 13:23   
The attached minotaur_desync.wad has the sprites.
2020-05-07 12:49   
(edited on: 2020-05-07 12:50)
I managed to improve the situation with this changeset: [^] . Now the MinotaurFriend can move around, but currently there is a slight desync, because the client version of MinotaurFriend_Desync moves a bit faster than the server. I believe this is a good compromise for now.

I cannot investigate the side effects of this change, so can you check if this doesn't break anything regarding the Minotaur system in general?