MantisBT - Zandronum |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0000599 | Zandronum | [All Projects] Bug | public | 2011-10-09 19:43 | 2018-09-30 23:49 |
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Reporter | cq75 | |
Assigned To | Watermelon | |
Priority | normal | Severity | minor | Reproducibility | always |
Status | closed | Resolution | fixed | |
Platform | Linux | OS | Ubuntu | OS Version | 10.04 x86-64 |
Product Version | 98d | |
Target Version | 1.4 | Fixed in Version | 1.4 | |
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Summary | 0000599: Blood decals only show under certain circumstances online |
Description | 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. |
Steps To Reproduce | 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. |
Additional Information | 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. |
Tags | No tags attached. |
Relationships | duplicate of | 0000420 | closed | | Decal issues online | related to | 0001838 | closed | Watermelon | Clientside puffs | has duplicate | 0000663 | closed | | Blood decals do not work online in coop. |
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Attached Files | Screenshot_Doom_20111009_152236.png (65,928) 2011-10-09 20:19 /tracker/file_download.php?file_id=430&type=bug

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Issue History |
Date Modified | Username | Field | Change |
2011-10-09 19:43 | cq75 | New Issue | |
2011-10-09 20:19 | cq75 | File Added: Screenshot_Doom_20111009_152236.png | |
2012-01-30 13:10 | Torr Samaho | Relationship added | has duplicate 0000663 |
2012-02-12 17:45 | Torr Samaho | Relationship added | parent of 0000420 |
2012-02-12 17:45 | Torr Samaho | Relationship deleted | parent of 0000420 |
2012-02-12 17:45 | Torr Samaho | Relationship added | duplicate of 0000420 |
2012-02-29 03:08 | TIHan | Note Added: 0002720 | |
2012-02-29 03:10 | TIHan | Note Edited: 0002720 | bug_revision_view_page.php?bugnote_id=2720#r1383 |
2012-02-29 03:12 | TIHan | Note Edited: 0002720 | bug_revision_view_page.php?bugnote_id=2720#r1384 |
2012-02-29 03:13 | TIHan | Note Edited: 0002720 | bug_revision_view_page.php?bugnote_id=2720#r1385 |
2012-02-29 03:32 | TIHan | Note Edited: 0002720 | bug_revision_view_page.php?bugnote_id=2720#r1386 |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
2014-06-11 16:27 | Watermelon | Note Added: 0009078 | |
2014-06-11 16:27 | Watermelon | Status | new => feedback |
2014-06-11 19:58 | Frits | Note Added: 0009096 | |
2014-06-11 20:27 | Dusk | Status | feedback => confirmed |
2014-11-13 03:56 | Watermelon | Relationship added | related to 0001838 |
2014-11-13 03:57 | Watermelon | Note Added: 0010877 | |
2014-11-13 03:58 | Watermelon | Assigned To | => Watermelon |
2014-11-13 03:58 | Watermelon | Status | confirmed => assigned |
2014-11-13 16:42 | Watermelon | Note Added: 0010882 | |
2014-11-13 16:42 | Watermelon | Status | assigned => needs review |
2014-11-13 16:43 | Watermelon | Note Edited: 0010882 | bug_revision_view_page.php?bugnote_id=10882#r5977 |
2014-11-18 01:37 | Watermelon | Note Added: 0010896 | |
2014-11-23 11:15 | Torr Samaho | Note Added: 0010939 | |
2014-11-23 11:15 | Torr Samaho | Status | needs review => feedback |
2014-11-24 12:24 | Watermelon | Note Added: 0010947 | |
2014-11-24 12:24 | Watermelon | Status | feedback => needs review |
2014-11-30 17:52 | cobalt | Status | needs review => needs testing |
2014-11-30 17:52 | cobalt | Target Version | => 1.4 |
2014-11-30 17:52 | cobalt | Description Updated | bug_revision_view_page.php?rev_id=6077#r6077 |
2014-11-30 17:52 | cobalt | Steps to Reproduce Updated | bug_revision_view_page.php?rev_id=6079#r6079 |
2014-11-30 17:52 | cobalt | Additional Information Updated | bug_revision_view_page.php?rev_id=6081#r6081 |
2014-11-30 17:52 | cobalt | Note Added: 0011010 | |
2015-01-18 03:10 | StrikerMan780 | Note Added: 0011419 | |
2015-01-18 10:45 | Dusk | Status | needs testing => resolved |
2015-01-18 10:45 | Dusk | Fixed in Version | => 1.4 |
2015-01-18 10:45 | Dusk | Resolution | open => fixed |
2018-09-30 23:49 | Blzut3 | Status | resolved => closed |
Notes |
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(0002720)
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TIHan
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2012-02-29 03:08
(edited on: 2012-02-29 03:32) |
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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.
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(0009096)
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Frits
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2014-06-11 19:58
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Issue still in 1.2 and 2.0 |
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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. |
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(0010882)
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Watermelon
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2014-11-13 16:42
(edited on: 2014-11-13 16:43) |
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As discussed on bitbucket, there should be no additional cvar for this. |
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(0011010)
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cobalt
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2014-11-30 17:52
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From the testing we've done (Shooting people, watching others shoot one another, etc.) it seems to work great. |
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