Notes |
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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?
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(0015528)
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Fused
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2016-08-26 11:17
(edited on: 2016-08-26 11:18) |
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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.
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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? |
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(0015547)
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Fused
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2016-08-30 21:09
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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? |
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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. |
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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. |
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Any news on this? There is still nothing we can do about this unless you tell us how to reproduce this. |
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(0015861)
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Fused
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2016-10-09 20:04
(edited on: 2016-10-09 20:05) |
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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 [^]'
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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. |
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(0015928)
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Fused
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2016-10-12 19:14
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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. |
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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?
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(0015954)
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Fused
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2016-10-13 13:23
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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. |
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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. |
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(0016018)
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Fused
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2016-10-15 19:53
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I have attached a version that works with 2.1.2
I do get the same bug in 2.1.2 aswell. |
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Ok, this is not a regression then. I updated the ticket data accordingly. |
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(0016493)
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Fused
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2016-12-15 20:51
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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. |
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(0022916)
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Fused
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2023-10-06 10:23
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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. |
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