MantisBT - Zandronum
View Issue Details
0002955Zandronum[All Projects] Bugpublic2016-12-10 07:142024-03-01 16:36
Cherepoc 
 
normalmajoralways
feedbackopen 
Windows8.1
3.0-beta 
3.1 
0002955: Run For It! does not work properly online in 161030-2038 build.
Run For It! mod works properly offline in 161030-2038 build, but does not work well online. Running items become invisible and does not produce any sounds, but you still can pick them up. After enemy projectile transforms into running one, it's physical body just stays where it was, even blocks your movements, but there's also invisible one that can damage you.
Thanks!
Just start an online game with runforit.pk3. Pickups are everywhere, so are the enemies with projectiles, so you won't miss that.
No tags attached.
child of 0002840assigned Torr Samaho A_Jump(256, ...) misprediction 
? runforit.pk3 (4,450,188) 2016-12-10 07:14
https://zandronum.com/tracker/file_download.php?file_id=1986&type=bug
Issue History
2016-12-10 07:14CherepocNew Issue
2016-12-10 07:14CherepocFile Added: runforit.pk3
2016-12-11 17:22Torr SamahoNote Added: 0016468
2016-12-11 17:22Torr SamahoStatusnew => feedback
2016-12-11 21:10Edward-sanNote Added: 0016469
2016-12-11 21:11Torr SamahoNote Added: 0016470
2016-12-24 22:41DuskTarget Version => 3.0
2017-03-19 11:47Torr SamahoNote Added: 0017012
2017-03-19 22:07WaTaKiDNote Added: 0017030
2017-03-19 22:07WaTaKiDNote Edited: 0017030bug_revision_view_page.php?bugnote_id=17030#r10263
2017-03-19 22:29WaTaKiDNote Edited: 0017030bug_revision_view_page.php?bugnote_id=17030#r10264
2017-03-25 17:52Torr SamahoNote Added: 0017059
2017-06-21 02:37Ru5tK1ngNote Added: 0017860
2017-06-21 02:37Ru5tK1ngTarget Version3.0 => 3.1
2024-03-01 16:36Ru5tK1ngRelationship addedchild of 0002840

Notes
(0016468)
Torr Samaho   
2016-12-11 17:22   
Can somebody reduce this to a minimal example wad?
(0016469)
Edward-san   
2016-12-11 21:10   
I think we should first fix ticket 0002832, then check it again, because the mod contains jump calls.
(0016470)
Torr Samaho   
2016-12-11 21:11   
You could just have a quick look with an older 3.0 build that still has the old state jump handling to confirm whether or not this is the problem.
(0017012)
Torr Samaho   
2017-03-19 11:47   
Did anybody have a look with an older 3.0 build to check whether it has to do with 0002832? If it doesn't, can somebody provide the minimal example wad I asked for?
(0017030)
WaTaKiD   
2017-03-19 22:07   
(edited on: 2017-03-19 22:29)
initial tests have shown that it broke somewhere between ZandroDev3.0-160510-1827windows (changeset: 5ccc442) and ZandroDev3.0-160519-2047windows (changeset: b7cc4d7)

my first guess would be 'https://bitbucket.org/Torr_Samaho/zandronum/commits/43f301ded97ab7bc8e7581b0211d91f3da6414ce [^]' which is for 'https://zandronum.com/tracker/view.php?id=2338 [^]'

but when i finish bisecting ill know for sure

EDIT: yes, 43f301d is the culprit

(0017059)
Torr Samaho   
2017-03-25 17:52   
Quote from WaTaKiD
EDIT: yes, 43f301d is the culprit

Yeah, you are right. This was one of the occasions where the client side prediction of A_jump that was reverted in 43f301d helped. There are a lot of constructions like

            "####" "#" 0 A_Jump(256, "SeeNoClearTarget")
            stop

that will make client destroy the actor, leading so sync errors the server can't correct anymore. So our jump handling is simply not able to handle Run For It!. It should work better if the experimental jump handling from 0002840 is also applied to all actors, not only psprites.
(0017860)
Ru5tK1ng   
2017-06-21 02:37   
This possibly won't be resolved until the new A_Jump handling is put in. Marking this for 3.1.