MantisBT - Zandronum
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0000599Zandronum[All Projects] Bugpublic2011-10-09 19:432018-09-30 23:49
cq75 
Watermelon 
normalminoralways
closedfixed 
LinuxUbuntu10.04 x86-64
98d 
1.41.4 
0000599: Blood decals only show under certain circumstances online
Blood decals will show for all actors offline, as expected

However, offline, the only way to get blood decals to show is to have a player jam a moving floor by standing in the gap between the floor and the ceiling.

Monsters and players will spawn blood actors when shot, but it will not cause blood decals.
Start Doom 2 MAP15 online
Jam that first elevator, and stand near the wall, you will see blood decals on the wall.

Shoot a monster or player near a wall, you will not see blood decals on the wall.
Tested in 98D and 98E-r3299

It is possible that these blood decals have more bugs that are random, there were some blood decals that I couldn't see, but the other players in the server could.
No tags attached.
duplicate of 0000420closed  Decal issues online 
related to 0001838closed Watermelon Clientside puffs 
has duplicate 0000663closed  Blood decals do not work online in coop. 
png Screenshot_Doom_20111009_152236.png (65,928) 2011-10-09 20:19
/tracker/file_download.php?file_id=430&type=bug
png
Issue History
2011-10-09 19:43cq75New Issue
2011-10-09 20:19cq75File Added: Screenshot_Doom_20111009_152236.png
2012-01-30 13:10Torr SamahoRelationship addedhas duplicate 0000663
2012-02-12 17:45Torr SamahoRelationship addedparent of 0000420
2012-02-12 17:45Torr SamahoRelationship deletedparent of 0000420
2012-02-12 17:45Torr SamahoRelationship addedduplicate of 0000420
2012-02-29 03:08TIHanNote Added: 0002720
2012-02-29 03:10TIHanNote Edited: 0002720bug_revision_view_page.php?bugnote_id=2720#r1383
2012-02-29 03:12TIHanNote Edited: 0002720bug_revision_view_page.php?bugnote_id=2720#r1384
2012-02-29 03:13TIHanNote Edited: 0002720bug_revision_view_page.php?bugnote_id=2720#r1385
2012-02-29 03:32TIHanNote Edited: 0002720bug_revision_view_page.php?bugnote_id=2720#r1386
2012-06-09 13:22Torr SamahoCategoryGeneral => Bug
2014-06-11 16:27WatermelonNote Added: 0009078
2014-06-11 16:27WatermelonStatusnew => feedback
2014-06-11 19:58FritsNote Added: 0009096
2014-06-11 20:27DuskStatusfeedback => confirmed
2014-11-13 03:56WatermelonRelationship addedrelated to 0001838
2014-11-13 03:57WatermelonNote Added: 0010877
2014-11-13 03:58WatermelonAssigned To => Watermelon
2014-11-13 03:58WatermelonStatusconfirmed => assigned
2014-11-13 16:42WatermelonNote Added: 0010882
2014-11-13 16:42WatermelonStatusassigned => needs review
2014-11-13 16:43WatermelonNote Edited: 0010882bug_revision_view_page.php?bugnote_id=10882#r5977
2014-11-18 01:37WatermelonNote Added: 0010896
2014-11-23 11:15Torr SamahoNote Added: 0010939
2014-11-23 11:15Torr SamahoStatusneeds review => feedback
2014-11-24 12:24WatermelonNote Added: 0010947
2014-11-24 12:24WatermelonStatusfeedback => needs review
2014-11-30 17:52cobaltStatusneeds review => needs testing
2014-11-30 17:52cobaltTarget Version => 1.4
2014-11-30 17:52cobaltDescription Updatedbug_revision_view_page.php?rev_id=6077#r6077
2014-11-30 17:52cobaltSteps to Reproduce Updatedbug_revision_view_page.php?rev_id=6079#r6079
2014-11-30 17:52cobaltAdditional Information Updatedbug_revision_view_page.php?rev_id=6081#r6081
2014-11-30 17:52cobaltNote Added: 0011010
2015-01-18 03:10StrikerMan780Note Added: 0011419
2015-01-18 10:45DuskStatusneeds testing => resolved
2015-01-18 10:45DuskFixed in Version => 1.4
2015-01-18 10:45DuskResolutionopen => fixed
2018-09-30 23:49Blzut3Statusresolved => closed

Notes
(0002720)
TIHan   
2012-02-29 03:08   
(edited on: 2012-02-29 03:32)
This is interesting. While it's trivial to allow the client to spawn blood decals, the effect will not be desired. The amount of blood splatter on the wall is determined by how much damage you have done to the actor, which the client knows nothing about. There is also an effect for clients who have high ping, an example would be the client died right after he just shot an enemy and saw blood behind the enemy yet it did no damage. (however, could be fixed as we could wait for the server to respond to our hit then spawn the blood). Then there is one more problem with doing this client side, every other client has to know about it too.

So another way to do this is to tell the server to spawn the blood decals to the clients, but this takes more bandwidth which we may not want. Actually, we do not want that.

If in the future we decide to tackle something like this, both client and server need to have the same random seed, which is very very difficult to do.

(0009078)
Watermelon   
2014-06-11 16:27   
Still a 2.0 issue?
(0009096)
Frits   
2014-06-11 19:58   
Issue still in 1.2 and 2.0
(0010877)
Watermelon   
2014-11-13 03:57   
Related to 1838 because suppression of prediction is done due to the decal hack not extending to blood decals. This SHOULD be an easy fix after my code for clientside puffs gets pushed through.
(0010882)
Watermelon   
2014-11-13 16:42   
(edited on: 2014-11-13 16:43)
'https://bitbucket.org/ChrisKOmg/zandronum_stable/commits/a8dbed34cbc953f953d0c0b316adade6f57783a6?at=clientside_puffs_blooddecal [^]'

Didn't submit a pull request cause clientside puffs needs to get done, but this makes decals work online and offline. Tested with a large variety of permutations with all the new cvars we have, they all work.

(0010896)
Watermelon   
2014-11-18 01:37   
Updated!

'https://bitbucket.org/Torr_Samaho/zandronum-stable/pull-request/103/added-cvar-cl_showblooddecals-which-allows/diff [^]'

This should be good. Hopefully.
(0010939)
Torr Samaho   
2014-11-23 11:15   
As discussed on bitbucket, there should be no additional cvar for this.
(0010947)
Watermelon   
2014-11-24 12:24   
Updated
(0011010)
cobalt   
2014-11-30 17:52   
Issue addressed by commit e7e4fd8cd18a: Added bloodsplatter effects to also be performed when cl_hitscandecalhack is set to true (fixes 599).
Committed by ChrisKOmg [Watermelon] on Sunday 30 November 2014 12:21:08

Changes in files:
 docs/zandronum-history.txt | 1 +
 src/p_map.cpp | 24 ++++++++++++++++--------
 src/thingdef/thingdef_codeptr.cpp | 2 +-
 3 files changed, 18 insertions(+), 9 deletions(-)
(0011419)
StrikerMan780   
2015-01-18 03:10   
From the testing we've done (Shooting people, watching others shoot one another, etc.) it seems to work great.