MantisBT - Zandronum |
View Issue Details |
|
ID | Project | Category | View Status | Date Submitted | Last Update |
0000815 | Zandronum | [All Projects] Bug | public | 2012-04-25 20:34 | 2018-09-30 19:52 |
|
Reporter | Hisymak | |
Assigned To | Dusk | |
Priority | normal | Severity | minor | Reproducibility | always |
Status | closed | Resolution | fixed | |
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 |
Product Version | 98d | |
Target Version | | Fixed in Version | 1.0 | |
|
Summary | 0000815: Sector with delayed poison damage (strife-like): your screen won't become green online |
Description | When you stand in sector with Strife-like delayed poison damage (sector special 116), your screen will become green and will be more green the longer time you stay in the sector. The poison will become hurt you after some time and will still hurt you some time after leaving the sector.
But your screen won't become green when playing on server. |
Steps To Reproduce | Try the example wad offline and online. |
Additional Information | Noticed when playing Jumpmaze map12. |
Tags | No tags attached. |
Relationships | parent of | 0000816 | closed | Dusk | 105 sDamage_Hellslime & 116 sDamage_SuperHellslime effect not cleared if turning into a spectator |
|
Attached Files | delayed_poison.wad (858) 2012-04-25 20:34 /tracker/file_download.php?file_id=580&type=bug |
|
Issue History |
Date Modified | Username | Field | Change |
2012-04-25 20:34 | Hisymak | New Issue | |
2012-04-25 20:34 | Hisymak | File Added: delayed_poison.wad | |
2012-04-25 20:41 | unknownna | Status | new => confirmed |
2012-04-25 20:48 | unknownna | Note Added: 0003431 | |
2012-04-25 20:52 | unknownna | Relationship added | parent of 0000816 |
2012-04-25 22:08 | Dusk | Assigned To | => Dusk |
2012-04-25 22:08 | Dusk | Status | confirmed => assigned |
2012-04-26 00:48 | Dusk | Note Added: 0003434 | |
2012-04-26 00:48 | Dusk | Status | assigned => needs review |
2012-04-26 00:50 | Dusk | Note Edited: 0003434 | bug_revision_view_page.php?bugnote_id=3434#r1846 |
2012-04-26 02:58 | Torr Samaho | Note Added: 0003437 | |
2012-04-26 02:59 | Torr Samaho | Status | needs review => feedback |
2012-04-26 11:23 | Torr Samaho | Note Edited: 0003437 | bug_revision_view_page.php?bugnote_id=3437#r1854 |
2012-04-26 12:17 | Dusk | Note Added: 0003442 | |
2012-04-26 12:17 | Dusk | Status | feedback => assigned |
2012-04-26 12:17 | Dusk | Note Edited: 0003442 | bug_revision_view_page.php?bugnote_id=3442#r1858 |
2012-04-26 23:17 | Torr Samaho | Note Added: 0003455 | |
2012-04-26 23:17 | Torr Samaho | Note Edited: 0003455 | |
2012-04-26 23:18 | Torr Samaho | Note Edited: 0003455 | bug_revision_view_page.php?bugnote_id=3455#r1871 |
2012-04-26 23:18 | Torr Samaho | Note Revision Dropped: 3455: 0001869 | |
2012-04-26 23:18 | Torr Samaho | Note Revision Dropped: 3455: 0001870 | |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
2012-08-05 21:10 | Torr Samaho | Note Added: 0004278 | |
2012-08-05 21:10 | Torr Samaho | Status | assigned => needs testing |
2012-08-20 01:16 | Qent | Note Added: 0004413 | |
2012-08-20 10:35 | Dusk | Status | needs testing => resolved |
2012-08-20 10:35 | Dusk | Fixed in Version | => 1.0-beta |
2012-08-20 10:35 | Dusk | Resolution | open => fixed |
2012-08-23 01:56 | Blzut3 | Fixed in Version | 1.0-beta => 1.0 |
2018-09-30 19:52 | Blzut3 | Status | resolved => closed |
Notes |
|
|
105 sDamage_Hellslime
116 sDamage_SuperHellslime
Quote from ZDoom Wiki Strife's sector specials. These damage types don't start hurting the player immediately. Instead they accumulate a certain amount of 'poisoning' and when a certain threshold is reached they start hurting the player. Such damage infliction does not stop when the player leaves the sector. It will continue a little longer. |
|
|
(0003434)
|
Dusk
|
2012-04-26 00:48
(edited on: 2012-04-26 00:50) |
|
'https://bitbucket.org/CrimsonDusk/notebola/changeset/c6aa69aa9232 [^]'
This should fix the problems. It's a bit extensive.. I added a new extended command SVC2_SETPLAYERHAZARDCOUNT. I added some mitigation its svcommand function so that it wouldn't send stuff every single tic. Bandwidth usage of this function is pretty much at least halved with this system in place.
Added a new bool bFeelingGreen to player_t to make the mitigation work properly. It only is of interest to the server.
|
|
|
(0003437)
|
Torr Samaho
|
2012-04-26 02:58
(edited on: 2012-04-26 11:23) |
|
Why don't you let the client tic down the hazardcount on its own? At first glance I'd say only the P_DamageMobj call may not be done by the client. This needs far less bandwidth than letting the server update the client constantly.
EDIT: hazardcount should be set to zero in PLAYER_SetDefaultSpectatorValues unconditionally (that's also where for instance bonuscount is reset), instead of conditionally setting it to zero in PLAYER_SetSpectator.
|
|
|
(0003442)
|
Dusk
|
2012-04-26 12:17
|
|
... *facepalm*
Back to the drawing board, then.
|
|
|
(0003455)
|
Torr Samaho
|
2012-04-26 23:17
(edited on: 2012-04-26 23:18) |
|
> Back to the drawing board, then.
I think the drawing board won't be necessary, it should be easy to adapt your fix. You pinpointed what's going on and the locations where to change things, so the bulk of the work is done :). If you want me to I can do this. Since I'll need to introduce another SVC2 command soon, I'd like to port your SVC2_SETPLAYERHAZARDCOUNT command beforehand to avoid conflicts.
|
|
|
|
I revised and added your patch. Please test with the upcoming beta build. |
|
|
(0004413)
|
Qent
|
2012-08-20 01:16
|
|
|