Notes |
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Another voodoo doll issue. The map uses multiple voodoo dolls for each player combined with scrolling floors. Even worse, your client is confused about your weapons. Sometimes it thinks that your BFG is your fist, your SSG is your chaingun, your plasma rifle is your fist. |
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I made a stripped-down MAP31 (MAP01 in the example WAD) from Deus Vult 2. It should illustrate the desync nicely.
Just remember to turn into a spectator before a changemap map change. When you join the game in the next round, the weapons will desync. Your client thinks that it has all the weapons, but it really only has the pistol, fist and berserk. |
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> Your client thinks that it has all the weapons, but it really only has the pistol, fist and berserk.
uh? Offline i have all the weapons and the ammo, but online some items are ignored, it seems. |
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(0001158)
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unknownna
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2011-03-15 01:33
(edited on: 2011-03-15 02:14) |
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> uh? Offline i have all the weapons and the ammo, but online some items are ignored, it seems.
When I say client, I usually mean online play. What you say is correct though.
Edit:
BTW: It seems that no voodoo dolls are spawned if the game is in an emulated multiplayer state.
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(0001159)
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Edward-san
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2011-03-15 09:16
(edited on: 2011-03-15 09:56) |
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> BTW: It seems that no voodoo dolls are spawned if the game is in an emulated multiplayer state.
Yeah, I reported something related some time ago: "map01 of deus vult 2 cannot be finished because of the impossibility of gathering the blue key in emulated multiplayer state", but Torr said a sort of no. I don't remember why and cannot find the the bug thread, it seems it was deleted.
BTW: Why online the voodoo dolls are invisible and not shootable?
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(0001198)
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Torr Samaho
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2011-03-27 16:29
(edited on: 2011-03-27 16:33) |
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> BTW: It seems that no voodoo dolls are spawned if the game is in an emulated multiplayer state.
> BTW: Why online the voodoo dolls are invisible and not shootable?
This is intended. The voodoo doll system is inherently incompatible with Skulltag's client / server architecture for several reasons, e.g. in game joining, more than 4 player slots available, etc. Currently I try to emulate the most commonly used effects to make some of the maps requiring voodoo dolls work online. I didn't spend any time to make them work with the multiplayer emulation. If you want to use them offline, just play single player.
> Your client thinks that it has all the weapons, but it really only has the pistol, fist and berserk.
I couldn't reproduce this with the latest 98e version and didn't test 98d. Can you check if it still happens in 98e and if so, explain how to reproduce it (including how to set up the server)? Limitations of the voodoo doll system aside, any kind of ammo/weapon sync problems are bugs that should be fixed.
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(0001200)
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unknownna
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2011-03-27 16:51
(edited on: 2011-03-27 16:53) |
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> Can you check if it still happens in 98e and if so, explain how to reproduce it (including how to set up the server)? Limitations of the voodoo doll system aside, any kind of ammo/weapon sync problems are bugs that should be fixed.
Using r3113M, I was able to reproduce it there as well.
Steps to reproduce:
1) Start a standard coop server with the example WAD loaded.
2) Connect a client to the server.
3) Join the game.
That's basically it. Hold +attack while cycling through the weapons. You'll see pistol puffs. But if you reconnect, you can't reproduce it anymore.
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I still can't reproduce it. I start the server with
skulltag.exe -file voodoo_doll_test_01.wad -host
and connect the client with
skulltag.exe -file voodoo_doll_test_01.wad -connect localhost
After I joined, the client has all weapons and can use all of them.
Probably there is some setting in your ini that makes Skulltag behave differently for you. |
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I see. I use IDE to create/join servers. This is probably making a difference here. I can't reproduce it if I create a server with your method. For your convenience, I recorded a demo of it with 98d. |
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(0001205)
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Torr Samaho
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2011-03-27 17:55
(edited on: 2011-03-27 18:16) |
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Now that's interesting. I can reproduce the problem when I start the server with IDE (doesn't matter if I join with IDE or with the command I posted above).
EDIT: I tracked down what IDE is doing to triger this: One needs to set "alwaysapplydmflags 1" to reproduce the error.
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(0001206)
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Edward-san
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2011-03-27 18:23
(edited on: 2011-03-27 19:08) |
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> Your client thinks that it has all the weapons, but it really only has the pistol, fist and berserk.
I thought unknownna was smoking something bad, because neither me reproduced that by terminal way. Good to know we're close to solution :D
EDIT: why every time I add a new comment the status changes back to "new" instead of staying "feedback"?
EDIT2: another question: is it possible to check if the map has voodoo dolls?
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This should fix the sync issues.
Note that player who were not in the game when the map started, still don't get the ammo the voodoo dolls touched while the players were not in the map. This is not a bug, but a consequence of in game joining. Skulltag just explicitly keeps tracks of all weapons and keys the voodoo dolls gathered to ensure that the players have those.
> EDIT: why every time I add a new comment the status changes back to "new" instead of staying "feedback"?
The status "feedback" means that the devs need feedback, usually from the original reported. Thus, when the original reported adds a note, the system assumes this is the feedback the devs wanted and changes the status from "feedback" to "new (if nobody is assigned to the report) or to "assigned" (if somebody is assigned to the report. |
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(0001212)
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unknownna
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2011-03-27 23:48
(edited on: 2011-03-27 23:59) |
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> I tracked down what IDE is doing to triger this: One needs to set "alwaysapplydmflags 1" to reproduce the error.
Good finding.
> This should fix the sync issues.
Yes, it did.
> Note that player who were not in the game when the map started, still don't get the ammo the voodoo dolls touched while the players were not in the map. This is not a bug, but a consequence of in game joining. Skulltag just explicitly keeps tracks of all weapons and keys the voodoo dolls gathered to ensure that the players have those.
Will this behavior ever change?
Edit:
But the backpack and berserk pick-up messages aren't displayed after a changemap map change online.
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> Will this behavior ever change?
Well, the problem is that there is no way to handle voodoo dolls with Skulltag's c/s architecture that would work for all wads.
Currently the best way to play with voodoo dolls online, is to use assigned voodoo dolls (the default ones are unassigned) in survial and only using the first n player slots, where n is the number of players the voodoo doll wad was designed for. If you do so, it should work as intended by the wad.
> But the backpack and berserk pick-up messages aren't displayed after a changemap map change online.
Now that you mention it, it looks like none of the pickup messages are displayed anymore. Should work better in 3020. |
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> Should work better in 3020.
You're right, it does. The only thing I noticed is that some of the messages are displayed before you're in-game. |
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(0001289)
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Edward-san
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2011-04-04 13:36
(edited on: 2011-04-04 13:42) |
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I can't check the different skulltag versions, but in the example wad, I noticed that the megasphere floats and stays firm in the platform, both offline and online. It doesn't happen in zdoom 1551 or in recent ones, neither in prboom.
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> I can't check the different skulltag versions, but in the example wad, I noticed that the megasphere floats and stays firm in the platform, both offline and online.
0000363 |
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Should this be closed or there's something yet to fix? |
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(0002393)
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Torr Samaho
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2012-01-14 21:45
(edited on: 2012-01-14 21:46) |
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I think it can be closed now. The bugs seem to be fixed, the remaining things are limitations of the combination of Voodoo dolls with in game joining.
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