MantisBT - Zandronum |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0000914 | Zandronum | [All Projects] Bug | public | 2012-07-12 18:02 | 2018-09-30 19:53 |
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Reporter | Minigunner | |
Assigned To | Torr Samaho | |
Priority | high | Severity | major | Reproducibility | random |
Status | closed | Resolution | fixed | |
Platform | | OS | | OS Version | |
Product Version | | |
Target Version | | Fixed in Version | 1.0 | |
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Summary | 0000914: Grenades de-sync when bouncing off a solid actor |
Description | The latest Zandronum Alpha introduced a potentially game-breaking problem with the ST grenade (which is now defined in zandronum.pk3). The grenade would, at times, bounce off a solid actor (that is not a monster) AND enter its Death state, thus looking like a bouncing explosion. Also, when the Death state ends, and the grenade is still bouncing, players can be killed by the now-invisible grenade. |
Steps To Reproduce | Just fire a grenade at a solid decoration, right at the top or the corners of the collision box. |
Additional Information | Apparently, the client thinks that the grenade is supposed to explode upon hitting any solid actor, while the server still does the regular behavior. Also, players killed by the server-sided "invisible" grenade cannot find the damage source, leading to "%o died." |
Tags | desync, grenade, Multiplayer |
Relationships | related to | 0000718 | closed | TIHan | Projectile desync when fired to an edge (see demo for the effect) |
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Attached Files | 2012.07.12_10.43.47_udmx.skulltag_actorspk3.st_resourcespk3.cld (235,380) 2012-07-12 18:02 https://zandronum.com/tracker/file_download.php?file_id=642&type=bug |
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Issue History |
Date Modified | Username | Field | Change |
2012-07-12 18:02 | Minigunner | New Issue | |
2012-07-12 18:02 | Minigunner | File Added: 2012.07.12_10.43.47_udmx.skulltag_actorspk3.st_resourcespk3.cld | |
2012-07-12 18:12 | Minigunner | Note Added: 0003953 | |
2012-07-15 09:50 | Torr Samaho | Note Added: 0003982 | |
2012-07-15 09:50 | Torr Samaho | Assigned To | => Torr Samaho |
2012-07-15 09:50 | Torr Samaho | Status | new => confirmed |
2012-07-15 11:27 | Torr Samaho | Relationship added | related to 0000718 |
2012-07-15 11:28 | Torr Samaho | Relationship added | related to 0000912 |
2012-07-15 11:39 | Torr Samaho | Relationship deleted | related to 0000912 |
2012-07-15 11:44 | Torr Samaho | Note Added: 0003989 | |
2012-07-15 11:44 | Torr Samaho | Status | confirmed => needs testing |
2012-07-22 17:44 | Qent | Note Added: 0004046 | |
2012-07-22 18:03 | Torr Samaho | Status | needs testing => resolved |
2012-07-22 18:03 | Torr Samaho | Fixed in Version | => 1.0 |
2012-07-22 18:03 | Torr Samaho | Resolution | open => fixed |
2018-09-30 19:53 | Blzut3 | Status | resolved => closed |
Notes |
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I forgot two things:
1) This is a multiplayer-only issue, obviously; everything works as intended in single-player.
2) Here is a more extended demo (linked externally due to size):'http://www.mediafire.com/?u9aj6rg9jitendd [^]' |
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I bet this is another side effect of the fix for 0000718. I'll look into it. |
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As suspected it was caused by the fix in 0000718:0003505. I hopefully fixed this now, please test this issue thoroughly in the next beta build. |
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(0004046)
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Qent
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2012-07-22 17:44
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This works right in 120715. |
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