MantisBT - Zandronum
View Issue Details
0002813Zandronum[All Projects] Bugpublic2016-08-19 19:452023-10-06 10:23
Fused 
Torr Samaho 
hightweakalways
assignedopen 
2.1 
 
0002813: Major desync on certain bullet puffs in relation to their decal
It seems that since 3.0 many mods have granted a problem where bulletpuffs desync and show up at the wrong position. Offline it works fine however. This happends with the latest build
I don't know really. If I manage to demolish my mod a bit up to a point where it's playable with the bug I will share it.
Offline:'http://i.imgur.com/9KxlFMV.png [^]'
Online:'http://i.imgur.com/Hk9gv0X.png [^]'
green circles show the position of the decal, where red circles show the location of the bullet puff.
No tags attached.
related to 0002787closed Torr Samaho Puffs are acting weird whenever shot at ledges 
? decalbugtest_02.pk3 (177,712) 2016-10-10 06:13
/tracker/file_download.php?file_id=1929&type=bug
? decalbugtest_03.pk3 (177,703) 2016-10-15 19:52
/tracker/file_download.php?file_id=1951&type=bug
? BrokenPuffs2023.pk3 (4,304) 2023-10-06 10:22
/tracker/file_download.php?file_id=2865&type=bug
Issue History
2016-08-19 19:45FusedNew Issue
2016-08-19 19:46WaTaKiDSummaryMajor desync on certain bulletpuffsin relation to their decal => Major desync on certain bullet puffs in relation to their decal
2016-08-19 19:49WaTaKiDAdditional Information Updatedbug_revision_view_page.php?rev_id=9424#r9424
2016-08-20 15:18Torr SamahoRelationship addedrelated to 0002787
2016-08-20 15:19Torr SamahoNote Added: 0015506
2016-08-20 15:19Torr SamahoNote Edited: 0015506bug_revision_view_page.php?bugnote_id=15506#r9431
2016-08-20 15:20Torr SamahoTarget Version => 3.0
2016-08-26 11:17FusedNote Added: 0015528
2016-08-26 11:18FusedNote Edited: 0015528bug_revision_view_page.php?bugnote_id=15528#r9453
2016-08-27 10:44Torr SamahoNote Added: 0015529
2016-08-30 21:09FusedNote Added: 0015547
2016-08-30 21:18Torr SamahoNote Added: 0015548
2016-09-03 11:10Torr SamahoNote Added: 0015574
2016-10-09 17:48Torr SamahoNote Added: 0015849
2016-10-09 17:53Torr SamahoAssigned To => Torr Samaho
2016-10-09 17:53Torr SamahoStatusnew => feedback
2016-10-09 20:04FusedNote Added: 0015861
2016-10-09 20:04FusedStatusfeedback => assigned
2016-10-09 20:05FusedNote Edited: 0015861bug_revision_view_page.php?bugnote_id=15861#r9642
2016-10-10 06:13unknownnaFile Added: decalbugtest_02.pk3
2016-10-10 06:13unknownnaNote Added: 0015879
2016-10-10 06:13unknownnaStatusassigned => feedback
2016-10-12 19:14FusedNote Added: 0015928
2016-10-12 19:14FusedStatusfeedback => assigned
2016-10-12 23:42unknownnaNote Added: 0015939
2016-10-12 23:42unknownnaStatusassigned => feedback
2016-10-12 23:42unknownnaNote Edited: 0015939bug_revision_view_page.php?bugnote_id=15939#r9700
2016-10-13 13:23FusedNote Added: 0015954
2016-10-13 13:23FusedStatusfeedback => assigned
2016-10-13 18:10Torr SamahoNote Added: 0015958
2016-10-15 19:52FusedFile Added: decalbugtest_03.pk3
2016-10-15 19:53FusedNote Added: 0016018
2016-10-16 16:42Torr SamahoProduct Version3.0-beta => 2.1
2016-10-16 16:42Torr SamahoTarget Version3.0 =>
2016-10-16 16:43Torr SamahoNote Added: 0016026
2016-12-15 20:51FusedNote Added: 0016493
2023-10-06 10:22FusedFile Added: BrokenPuffs2023.pk3
2023-10-06 10:23FusedNote Added: 0022916

Notes
(0015506)
Torr Samaho   
2016-08-20 15:19   
Sounds like 0002787, but if it is still happening in the latest build, it needs a different fix. Can you post a minimal example wad?

(0015528)
Fused   
2016-08-26 11:17   
(edited on: 2016-08-26 11:18)
I forgot to mention something important.
I noticed that with my mod, vanilla weapons will desync just as bad. I tested the bfg 10k with my mod and the decal will be way below the projective it shot.

I'm guessing some option messes this up in my mod, just like it does with the rest.
I haven't been able to get a minimal example wad yet sadly. I also am not too sure what causes it.

(0015529)
Torr Samaho   
2016-08-27 10:44   
While you are working on a minimal example wad, can you send the full version of the mod and tell me how to reproduce the problem with it?
(0015547)
Fused   
2016-08-30 21:09   
I have actually been notified that cl_clientsidepuffs fixes this problem, which it does. I did not know such feature despite it existing since 2.0. perhaps there should be a way to force this to avoid other people running into this problem?
(0015548)
Torr Samaho   
2016-08-30 21:18   
cl_clientsidepuffs has strong drawbacks (you may see a puff even if you hit, and you may not see a puff even if you missed), I'd personally would never turn it on. So we definitely need to fix the problem here, but you'll need tell my how to reproduce the problem.
(0015574)
Torr Samaho   
2016-09-03 11:10   
Just a reminder: There is nothing I can do about this unless you tell us how to reproduce this. As I said above, a full version of the mod that has these problems may be a sufficient starting point.
(0015849)
Torr Samaho   
2016-10-09 17:48   
Any news on this? There is still nothing we can do about this unless you tell us how to reproduce this.
(0015861)
Fused   
2016-10-09 20:04   
(edited on: 2016-10-09 20:05)
I'm sorry. I usually check for any bolted text on the tracker but responses here didn't show for me.

Below is an example pk3 which is a majorly stripped down version of my Zombie Horde mod that has the problem. The problem still exists in this.

A weapon called "huntingshotgun" exists and has this problem, but I believe vanilla weapons do aswell

'http://allfearthesentinel.net/download?file=decalbugtest.pk3 [^]'

(0015879)
unknownna   
2016-10-10 06:13   
I had to improve and strip down your example pk3 further since it was impossible to select the shotgun and it contained too many resources.

Anyway, it seems to work fine for me. Could you test the new example pk3 and check whether it's still broken for you?

If you're thinking about the positions of puffs vs decals (cl_hitscandecalhack), then that's a side effect of the decals not using any net traffic and only being spawned by the client locally I believe.
(0015928)
Fused   
2016-10-12 19:14   
Sorry about that. I was kind of in a rush and used console to select the weapon.

Anyway, the problem still occurs for me. cl_hitscandecalhack 0 shows no decals at all, if that helps. I even used a clean ini but the problem also still seems to appear.
(0015939)
unknownna   
2016-10-12 23:42   
By setting cl_hitscandecalhack to 0 you turn off hitscan decals online, so they will not appear then. Does the actual bulletpuffs appear at different positions online compared to offline to you?

(0015954)
Fused   
2016-10-13 13:23   
cl_hitscandecalhack 0 shows no decals online but they do appear offline. Turning it true makes the decals show on both ends like it should. I dont know how to test if the positions are the same to be honest.
(0015958)
Torr Samaho   
2016-10-13 18:10   
To keep net traffic at bay, the server doesn't inform the client about decals. The client can guess where the decals could show up (which is what "cl_hitscandecalhack 1" activates), but the guessed decal position will be different from where the decal should be. Zandronum always handled decals like this (I added this ages ago in Skulltag, before that there were simply no decals online).

The question here is whether the puffs show up at the correct position. If they do, everything is working as expected. I had a look at and the puffs seemed to be showing up at reasonable positions.

It would also be great if somebody could make the example wad compatible with 2.1.2. This way we can confirm whether 3.0 behaves consistently with 2.1.2.
(0016018)
Fused   
2016-10-15 19:53   
I have attached a version that works with 2.1.2
I do get the same bug in 2.1.2 aswell.
(0016026)
Torr Samaho   
2016-10-16 16:43   
Ok, this is not a regression then. I updated the ticket data accordingly.
(0016493)
Fused   
2016-12-15 20:51   
I kind of played around in some servers and it pretty much happends everywhere, even in 2.1.2. Seems like this is something that has been around for a long time.
(0022916)
Fused   
2023-10-06 10:23   
Six years later and this is still broken. I have attached `BrokenPuffs2023.pk3` with a broken shotgun you can test with as soon as you spawn. I attached a map `test` which should make it easier to test.

Please look into fixing this as my project suffers from this issue.