MantisBT - Zandronum
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0002760Zandronum[All Projects] Bugpublic2016-06-17 13:482024-02-29 06:31
Filystea 
 
normalminoralways
closedno change required 
 
3.1 
0002760: Projectile trace
Depending on speed of projectile. the traces (actor i spawn every tic) happens to show up BEFORE it or AFTER it. AND it does not happen on SINGLE player.

This been from a long time.

I can work around it depending on speed setting the trace spawn TNT1 A 4
But it will not fit than on single player.
Linux abba 3.16.0-4-amd64 #1 SMP Debian 3.16.7-ckt25-2 (2016-04-08) x86_64 GNU/Linux

zandronum : ZandroDev3.0-160519-2047linux-x86_64
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? brokenTraceEx.pk3 (6,339) 2016-07-10 14:36
https://zandronum.com/tracker/file_download.php?file_id=1861&type=bug
Issue History
2016-06-17 13:48FilysteaNew Issue
2016-06-26 12:50Torr SamahoNote Added: 0015125
2016-06-26 12:50Torr SamahoStatusnew => feedback
2016-07-10 14:36FilysteaFile Added: brokenTraceEx.pk3
2016-07-10 14:41FilysteaNote Added: 0015258
2016-07-10 14:41FilysteaStatusfeedback => new
2016-08-22 17:44Torr SamahoNote Added: 0015515
2016-08-22 19:25FilysteaNote Added: 0015517
2016-08-22 19:25FilysteaNote Edited: 0015517bug_revision_view_page.php?bugnote_id=15517#r9442
2016-08-22 19:26FilysteaNote Edited: 0015517bug_revision_view_page.php?bugnote_id=15517#r9443
2016-08-22 19:27FilysteaNote Edited: 0015517bug_revision_view_page.php?bugnote_id=15517#r9444
2016-08-22 19:28FilysteaNote Edited: 0015517bug_revision_view_page.php?bugnote_id=15517#r9445
2016-08-22 19:29FilysteaNote Edited: 0015517bug_revision_view_page.php?bugnote_id=15517#r9446
2016-08-22 19:30FilysteaNote Edited: 0015517bug_revision_view_page.php?bugnote_id=15517#r9447
2016-08-22 19:31FilysteaNote Edited: 0015517bug_revision_view_page.php?bugnote_id=15517#r9448
2016-08-23 06:35Torr SamahoNote Added: 0015520
2018-11-25 15:09FilysteaNote Added: 0020181
2019-02-16 19:23FilysteaNote Added: 0020396
2024-02-29 06:31Ru5tK1ngStatusnew => closed
2024-02-29 06:31Ru5tK1ngResolutionopen => no change required
2024-02-29 06:31Ru5tK1ngFixed in Version => 3.1
2024-02-29 06:31Ru5tK1ngDescription Updatedbug_revision_view_page.php?rev_id=14093#r14093

Notes
(0015125)
Torr Samaho   
2016-06-26 12:50   
Please supply a minimal example wad.
(0015258)
Filystea   
2016-07-10 14:41   
I have uploaded the file. It shows example on doomimpball. Simply let imp shoot you and you will see broken trace on it's ball.

The decorate code works fine in single player but breaks on multiplayer.

Note it works good (is hard to see) if projectile speed is small.

The higher the projectile speed is, the more trace spawns earlier before projectile reaches the destination - so it's like the flame goes before the ball.

Just check multiplayer and single player with the pk3 file I uploaded it's hard to not miss it. You can make even faster projectile to see bigger differances.



I will slowly update rest cases.
(0015515)
Torr Samaho   
2016-08-22 17:44   
The example wad seems to work fine locally on my machine, I assume the problem only happens when there is some latency between client and sever.

Looking at the wad, I'd say the following is happening: Since ImpBallP1 is a missile, the client predicts the missile movement. Since the prediction is not perfect and the server spawns the trace actors, the trace actors appear at the correct position, which differs from the predicted position of the client and leads to the effects you observe. I don't see any feasible way to fix this in Zandronum, but it should be easy to fix the problem by adjusting the wad: Make the trace actor spawning client side. This should not only fix the position problems, but will also reduce the necessary net traffic.
(0015517)
Filystea   
2016-08-22 19:25   
(edited on: 2016-08-22 19:31)
Hard to believe it should have such effect on ping ~ 40 +-20 ?

Since you answered -> forget about what I wrote in last post. ( I did not expect any respond so glad to hear some explanation ).

I will do this. I will in free time try to run it on very little ping and than run it on very bad ping and record differences. If there are none than your point is wrong. If they are different than you are right.

The client side resolution has sens at point when the trace it self does not do anything to environment (deal damage etc) so in my case 90% would be fine with this idea.

(the lag between trace and missile seemed for me always the same).

I still rarely play this game with my mates so I have my own point to have at least some features working.

(0015520)
Torr Samaho   
2016-08-23 06:35   
You should be able to try whether the client side solution fixes the problem using A_SpawnItemEx with SXF_CLIENTSIDE instead of A_CustomMissile. If it does, it is also an indication that my theory about the cause of the problem is correct.

As a side note, 0000705 has some more information about the client's (mis)prediction of missiles.
(0020181)
Filystea   
2018-11-25 15:09   
This is kind of solved - lock it.
(0020396)
Filystea   
2019-02-16 19:23   
You can lock this. The problem is probably because of position of x,y,z not in center of sprite. Problem easy to fix fuck this crap. Lock it all ready.