MantisBT - Zandronum |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0000270 | Zandronum | [All Projects] Bug | public | 2011-01-30 01:29 | 2018-05-08 09:59 |
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Reporter | unknownna | |
Assigned To | Leonard | |
Priority | normal | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | fixed | |
Platform | | OS | | OS Version | |
Product Version | 3.0 | |
Target Version | 3.1 | Fixed in Version | 3.1 | |
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Summary | 0000270: Improved pusher prediction |
Description | > And the client-side prediction also feels choppy/laggy if you're playing with a ping of approximately 200ms+. Particularly noticeable when jumping in the sectors.
> IMHO, the more client-side prediction, the better.
> In general I agree. The question is though how I should distribute my limited resources. Since the prediction IMO is already working quite well, it's probably more effective if I fix more serious bugs before further trying to refine the prediction here. You could create a feature request for an improved pusher prediction, so that this issue is not forgotten. |
Steps To Reproduce | |
Additional Information | Spectators are affected by the pushers. |
Tags | No tags attached. |
Relationships | has duplicate | 0002639 | closed | | Player prediction: desync with pusher-enabled sectors. | related to | 0000130 | closed | Torr Samaho | client prediction is sometimes wrong |
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Attached Files | |
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Issue History |
Date Modified | Username | Field | Change |
2011-01-30 01:29 | unknownna | New Issue | |
2011-02-07 09:10 | unknownna | Note Added: 0001007 | |
2011-07-18 07:51 | unknownna | Relationship added | related to 0000130 |
2014-06-08 22:39 | Watermelon | Status | new => feedback |
2017-09-11 17:04 | Dusk | Relationship added | has duplicate 0002639 |
2017-09-11 17:05 | Dusk | Status | feedback => needs review |
2017-09-11 17:17 | Leonard | Note Added: 0018272 | |
2017-09-11 18:48 | Dusk | Target Version | => 3.1 |
2017-09-17 12:17 | Torr Samaho | Note Added: 0018299 | |
2017-09-17 12:17 | Torr Samaho | Status | needs review => needs testing |
2017-09-17 12:17 | Torr Samaho | Product Version | => 3.0 |
2017-10-23 15:05 | Leonard | Status | needs testing => assigned |
2017-10-23 15:05 | Leonard | Assigned To | => Leonard |
2017-10-23 15:06 | Leonard | Status | assigned => needs testing |
2018-05-07 20:24 | StrikerMan780 | Note Added: 0019222 | |
2018-05-08 09:59 | Leonard | Reproducibility | N/A => always |
2018-05-08 09:59 | Leonard | Status | needs testing => resolved |
2018-05-08 09:59 | Leonard | Resolution | open => fixed |
2018-05-08 09:59 | Leonard | Category | Suggestion => Bug |
2018-05-08 09:59 | Leonard | Fixed in Version | => 3.1 |
Notes |
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> I didn't have a chance to exclude spectators from the effect of pushers yet though.
If you do not wish to alter the client-side prediction yet, would it be possible to at least prevent the spectators from being affected by the pushers? It looks like a bug, and it's fixed in ZDaemon. |
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Pull request.
The client ends up having two pushers spawned resulting in the misprediction.
With the test wad from the previous ticket: no need to emulate ping, simply test this on a local server with cl_showonetickpredictionerrors true. |
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Thanks for the patch! I added it to the stable repo. |
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Tried the test wad. Messed around in the green push area, and vice-versa, also using the teleports. No weird jittering or obvious prediction errors. I'd have used "cl_showonetickpredictionerrors true" but the command doesn't seem to exist in my build. |
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