MantisBT - Zandronum
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0003426Zandronum[All Projects] Bugpublic2018-05-15 08:282024-03-10 07:02
dbthanatos 
 
highminorunable to reproduce
closedreopened 
MicrosoftWindowsXP/Vista/7
3.0 
 
0003426: Duel makes some actors spawn at floor level
In duel mode, some objects seem to spawn at floor level rather than Z height, but only after the countdown ends and match actually starts. Which makes me think it has to do with when the map is reinitialized after countdown.

I however, cannot find a pattern as to why and in which cases it happens. The very same actor that spawns at floor level in this scenario might spawn fine in a different map under the same concept: Duel, 3d floor, countdown.
Sorry for big downloads

1. Download QCDE (http://www.moddb.com/mods/quake-champions-doom-edition/downloads/qc-doom-edition-v10-full-release)
2. Download QCDEmaps (http://www.moddb.com/mods/quake-champions-doom-edition/downloads/qcde-maps-deathmatch-mapset)
3. Run zandronum with both loaded
4. Console: "duel 1" "sv_itemrespawn 1" "map qcdl02" "addbot" (or connect from another client)
5. During the countdown, the armor will be in the right spot
6. When the countdown ends and match starts, armor will be below the 3d floor.
7. If you pick the armor (it will resoawn after 30 seconds), it will respawn above the 3d floor as expected.
Here's a video showing this issue and also how it looks in gzdoombuilder (position). I even added a bridge actor to try to "hold" the armor if the 3d floor failed, but still no luck.

'https://youtu.be/bHkhJWP6D2U [^]'
No tags attached.
child of 0000408feedback Torr Samaho Thing Z-height misprediction online 
Issue History
2018-05-15 08:28dbthanatosNew Issue
2018-05-15 08:43dbthanatosNote Added: 0019244
2018-05-18 17:52Edward-sanNote Added: 0019248
2018-05-18 17:52Edward-sanStatusnew => feedback
2024-03-01 05:57Ru5tK1ngNote Added: 0023155
2024-03-01 05:57Ru5tK1ngStatusfeedback => closed
2024-03-01 05:57Ru5tK1ngResolutionopen => no change required
2024-03-01 05:57Ru5tK1ngStatusclosed => feedback
2024-03-01 05:57Ru5tK1ngResolutionno change required => reopened
2024-03-01 05:57Ru5tK1ngNote Deleted: 0023155
2024-03-10 03:21unknownnaNote Added: 0023326
2024-03-10 03:22unknownnaRelationship addedchild of 0000408
2024-03-10 05:08Ru5tK1ngNote Added: 0023327
2024-03-10 05:24Ru5tK1ngNote Edited: 0023327bug_revision_view_page.php?bugnote_id=23327#r14118
2024-03-10 05:45unknownnaNote Added: 0023328
2024-03-10 06:26Ru5tK1ngNote Added: 0023329
2024-03-10 07:02unknownnaNote Added: 0023330
2024-03-10 07:02unknownnaReproducibilitysometimes => unable to reproduce
2024-03-10 07:02unknownnaStatusfeedback => closed

Notes
(0019244)
dbthanatos   
2018-05-15 08:43   
Correction, the map name (in the linked version) is "QCDE08"
(0019248)
Edward-san   
2018-05-18 17:52   
I'd rather wait that somebody could make a strongly reduced map out of this.
(0023326)
unknownna   
2024-03-10 03:21   
Quote from dbthanatos
Correction, the map name (in the linked version) is "QCDE08"

The map in question seems to be QCDL02: Aerowalk after testing it.

I can't seem to reproduce this particular case in 3.0 and 3.1.
There are some known thing z desyncs in Zandronum however.
(0023327)
Ru5tK1ng   
2024-03-10 05:08   
(edited on: 2024-03-10 05:24)
@unknownna can you test with this build and see if that armor respawns correctly now?

'https://foss.heptapod.net/zandronum/zandronum-stable/-/jobs/2322311 [^]'

I suspect it's related to the armor having the floatbob flag which has recently been fixed. More specifically, it was ticket 2361 where this was first reported. The user stated that it wasn't consistent, however in my findings I uncovered that the items will be fine for 1st map reset. So if you started a duel for the 1st time, the items would be fine but if you spectated and rejoined, the item position would be incorrect after the 2nd map reset.

(0023328)
unknownna   
2024-03-10 05:45   
Hey, using QCDEv2.7.pk3 and QCDEmaps2.7.pk3 I can't reproduce it in any version, be it 3.0, 3.1 or 3.2 that you linked now. I tried to reset the map multiple times and it worked fine.

Looking at the decorate code I can't see that it's using the floatbob flag.
(0023329)
Ru5tK1ng   
2024-03-10 06:26   
Then it could be something to do with the scripts or the item spawner or anything really. That's why a minimal example wad is requested for instances like this; it's a waste of time trying to shift through the entire pk3 for a possible cause.

I'm inclined to say this ticket can be closed until an example wad is provided.
(0023330)
unknownna   
2024-03-10 07:02   
Quote from Ru5tK1ng
That's why a minimal example wad is requested for instances like this; it's a waste of time trying to shift through the entire pk3 for a possible cause.

If you only knew the time I spent way back helping Torr stripping down heavy mods like this narrowing down crashes, haha. Anyway, this mod is very impressive and well made too.

Quote from Ru5tK1ng
I'm inclined to say this ticket can be closed until an example wad is provided.

Agreed. It seems to work fine on my end at the moment, unable to reproduce after trying many times.

Re-open or make a new ticket if it happens again.