MantisBT - Zandronum
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0000912Zandronum[All Projects] Bugpublic2012-07-09 18:092018-09-30 19:53
Espio 
Dusk 
normalminoralways
closedfixed 
1.0-beta 
1.0 
0000912: Low Frames Per Second on the latest July 1st build
For some odd reason if you run the Shadow Maverick's HQ wad on the latest July build online, shortly your frames will begin dipping down into the low 1s and 0s. This does not happen offline, at all. Before you say it's the wad, it is not; this does not happen on the June builds online.
Just run the wad with the July 1st build and start up the HQ map on a local server. Give it some time and have vid_fps running to notice the drops of frames(or increase of MS).

'http://www.mediafire.com/?pc4yycwwvgebfre [^]' : You will need this of course, everything was stripped down of sounds etc. to make it as small as possible.
This is also confirmed to happen on other maps, but they take longer so.. HQ by default is the fastest way to reproduce.

You also don't have to do anything, just sit and watch the counter.
No tags attached.
related to 0000718closed TIHan Projectile desync when fired to an edge (see demo for the effect) 
related to 0000936closed Dusk Missile Movement not clipped on client when hitting line horizon online 
? clientmissile.wad (1,682) 2012-07-09 18:32
https://zandronum.com/tracker/file_download.php?file_id=641&type=bug
Issue History
2012-07-09 18:09EspioNew Issue
2012-07-09 18:18DuskAssigned To => Dusk
2012-07-09 18:18DuskStatusnew => assigned
2012-07-09 18:19DuskNote Added: 0003930
2012-07-09 18:32DuskFile Added: clientmissile.wad
2012-07-09 18:32DuskNote Added: 0003931
2012-07-09 18:33DuskStatusassigned => needs review
2012-07-09 18:50StrikerMan780Note Added: 0003932
2012-07-09 19:09DuskNote Added: 0003933
2012-07-09 19:41Torr SamahoNote Added: 0003934
2012-07-09 19:41Torr SamahoStatusneeds review => needs testing
2012-07-09 20:00StrikerMan780Note Added: 0003935
2012-07-09 20:33Torr SamahoNote Added: 0003937
2012-07-09 20:56StrikerMan780Note Added: 0003939
2012-07-10 16:20DuskNote Added: 0003943
2012-07-10 16:20DuskStatusneeds testing => resolved
2012-07-10 16:20DuskFixed in Version => 1.0
2012-07-10 16:20DuskResolutionopen => fixed
2012-07-15 11:28Torr SamahoRelationship addedrelated to 0000914
2012-07-15 11:39Torr SamahoRelationship deletedrelated to 0000914
2012-07-15 11:40Torr SamahoRelationship addedrelated to 0000718
2012-07-15 11:42Torr SamahoNote Added: 0003988
2012-07-15 11:43Torr SamahoStatusresolved => needs testing
2012-07-27 00:09DuskRelationship addedrelated to 0000936
2012-08-01 02:09QentNote Added: 0004175
2012-08-01 05:20Torr SamahoStatusneeds testing => resolved
2012-08-01 05:20Torr SamahoProduct Version => 1.0-beta
2018-09-30 19:53Blzut3Statusresolved => closed

Notes
(0003930)
Dusk   
2012-07-09 18:19   
I had done some scanning by dividing of the changesets between the June and July builds and found the culprit changeset being this one

It turned out that this changeset doesn't allow clients to clip the movement of missiles - not even +CLIENTSIDEONLY ones, which the server does not control.

I'm working on a fix.
(0003931)
Dusk   
2012-07-09 18:32   
Looks like I was right. Fixed this behavior (with a testcase wad, attached) and SMMP doesn't slow down anymore.

Fix here:
'https://bitbucket.org/CrimsonDusk/neurosphere/changeset/0918ea0d9035 [^]'
(0003932)
StrikerMan780   
2012-07-09 18:50   
Now, does this also apply to missiles spawned by A_SpawnItemEx and the SXF_CLIENTSIDE flag?
(0003933)
Dusk   
2012-07-09 19:09   
I believe so. SIXF_CLIENTSIDESPAWN causes the actor to be flagged with NETFL_CLIENTSIDEONLY, and my fix caters for exactly that (and for no net ID as well).
(0003934)
Torr Samaho   
2012-07-09 19:41   
Thanks for the fix! Pulled.
(0003935)
StrikerMan780   
2012-07-09 20:00   
Would I be able to have a build with this fix in it?
(0003937)
Torr Samaho   
2012-07-09 20:33   
Here you go.
(0003939)
StrikerMan780   
2012-07-09 20:56   
Thanks!
(0003943)
Dusk   
2012-07-10 16:20   
Espio reports the build to have fixed the bug, thus I'm closing this.
(0003988)
Torr Samaho   
2012-07-15 11:42   
I had to make another fix to fix the problems caused by the fix in 0000718:0003505. Please retest this issue in the next beta build.
(0004175)
Qent   
2012-08-01 02:09   
I tried in OpenGL. I was able to reproduce the problem in 0701 and not in 0729.