MantisBT - Zandronum
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0000090Zandronum[All Projects] Bugpublic2010-10-09 08:332018-09-30 19:47
unknownna 
Torr Samaho 
lowminoralways
closedfixed 
MicrosoftWindowsXP/Vista/7
98c 
98d 
0000090: a couple of 'ArtiBlastRadius' bugs online
I actually noticed this while testing Cutman's "Megaman 8-Bit DM".

Spectators are affected by the blast of the 'ArtiBlastRadius' actor. IMHO, they shouldn't be. You can verify this by connecting two clients to a local server hosted with the example WAD included in this report.

Corpses are affected by the blasts once you reconnect to the server. I made an example WAD, in which there are two Imps; one that is alive and one that is dead. Fire your pistol to blast the living one to death. Everything works as intended until you reconnect to the server or another client connects to the server after the Imp has died. Fire your pistol again near the corpses. The corpse of the former living imp will now be affected by the blast. And there's a great desynchronization between the clients in terms of where the corpse will be thrusted.
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? blast_bug_test.wad (1,270) 2010-10-09 08:33
/tracker/file_download.php?file_id=27&type=bug
Issue History
2010-10-09 08:33unknownnaNew Issue
2010-10-09 08:33unknownnaFile Added: blast_bug_test.wad
2010-10-09 16:59Torr SamahoNote Added: 0000296
2010-10-09 16:59Torr SamahoAssigned To => Torr Samaho
2010-10-09 16:59Torr SamahoStatusnew => feedback
2010-10-10 03:01unknownnaNote Added: 0000301
2010-10-10 03:01unknownnaStatusfeedback => assigned
2010-10-10 06:52Torr SamahoNote Added: 0000304
2010-10-10 06:52Torr SamahoStatusassigned => feedback
2010-10-10 07:31unknownnaNote Added: 0000307
2010-10-10 07:31unknownnaStatusfeedback => assigned
2010-10-10 07:34Torr SamahoNote Added: 0000308
2010-10-10 07:34Torr SamahoStatusassigned => resolved
2010-10-10 07:34Torr SamahoFixed in Version => 98d
2010-10-10 07:34Torr SamahoResolutionopen => fixed
2012-06-09 13:22Torr SamahoCategoryGeneral => Bug
2018-09-30 19:47Blzut3Statusresolved => closed

Notes
(0000296)
Torr Samaho   
2010-10-09 16:59   
Please test if this fixes the issues with ArtiBlastRadius.
(0000301)
unknownna   
2010-10-10 03:01   
Seems to have fixed the issue with corpses, but if you use it near the spawn spot of the spectator, the spectator will be affected by it regardless of where the spectator is on it's own client.

Also, I noticed that the pistol in the example WAD is a great tool for making FLOAT+NOGRAVITY monsters bug up/desynchronize.
(0000304)
Torr Samaho   
2010-10-10 06:52   
This should also fix the spectator issues.
(0000307)
unknownna   
2010-10-10 07:31   
Looks like it indeed fixed the issue. Tne bugs in this report have been fixed.

However, there's still a desynchronization with the actor. If you fire the pistol near a Lost Soul that is charging towards you, the Lost Soul might get stuck in a wall, but if you reconnect, you'll see that the Lost Soul actually is sliding very slowly towards any corners. If the Lost Soul hits a corner, it'll revert back to it's normal state.
(0000308)
Torr Samaho   
2010-10-10 07:34   
Yeah, the sync issue it still open and has its own report (still on the forum):'http://www.skulltag.com/forum/viewtopic.php?f=33&t=26770 [^]'