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| ID | Project | Category | View Status | Date Submitted | Last Update | ||||
| 0001099 | Zandronum | [All Projects] Bug | public | 2012-10-04 17:06 | 2018-09-30 22:44 | ||||
| Reporter | NotIvan | ||||||||
| Assigned To | |||||||||
| Priority | normal | Severity | major | Reproducibility | always | ||||
| Status | closed | Resolution | no change required | ||||||
| Platform | OS | OS Version | |||||||
| Product Version | 1.0 | ||||||||
| Target Version | Fixed in Version | ||||||||
| Summary | 0001099: Certain actors aren't synced properly between the client and server | ||||||||
| Description | Attached screenshot. The actors aren't synced between the client and server. | ||||||||
| Steps To Reproduce | 1. zandronum.exe -file upspikes_01.wad -host 2. Connect a client to the server. | ||||||||
| Additional Information | It seems to have something to do with the first frame in the spawn state. Here's the DECORATE code:Actor UpSpikes 32767 | ||||||||
| Attached Files | |||||||||
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Notes |
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Ivan (reporter) 2013-10-06 13:01 |
Was this ever solved? |
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Torr Samaho (administrator) 2013-10-06 19:41 edited on: 2013-10-06 20:06 |
No, it's still broken. I suspect it has to do with RANDOMIZE, but isn't this flag only meant to be used on projectiles? EDIT: RANDOMIZE doesn't seem to have any effect here since the spikes are no projectiles. |
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Blzut3 (administrator) 2013-10-06 20:26 |
Actor's spawned by the level are randomized:void AActor::LevelSpawned () |
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Ivan (reporter) 2013-10-06 23:11 |
But that doesn't explain the screenshots. They weren't spawned by the game on both occassions, were they? |
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Blzut3 (administrator) 2013-10-06 23:41 |
I assume the level has the actors placed on the map right? That means the initial state will have a random duration between 1-30 causing the behavior seen offline. I haven't traced through the net code since Torr's question was merely where the randomization is coming from. If I were to guess, it looks like this information isn't transferred to the clients on a net game so they use the full duration of the state causing them to appear to move in sync while they are not on the server. |
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Torr Samaho (administrator) 2013-10-07 06:06 |
Thanks, Blzut3! That was exactly what I was looking for and should be enough information for me to fix this. It also seems to show a workaround for his bug you can use till it's fixed in Zandronum: Giving the actors the SYNCHRONIZED flag should get them in sync on client and server. |
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Ivan (reporter) 2013-10-07 11:42 |
I didn't even know such a flag existed! Thanks! |
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Arco (updater) 2013-10-23 19:00 |
Quote |
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This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
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| Supporters: | No one explicitly supports this issue yet. |
| Opponents: | No one explicitly opposes this issue yet. |
Issue History |
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| Date Modified | Username | Field | Change |
| 2012-10-04 17:06 | unknownna | New Issue | |
| 2012-10-04 17:06 | unknownna | File Added: upspikes_01.wad | |
| 2012-10-04 17:07 | unknownna | File Added: Screenshot_Doom_20121004_184954.png | |
| 2012-10-04 17:07 | unknownna | Status | new => confirmed |
| 2012-10-04 17:07 | unknownna | Relationship added | related to 0001090 |
| 2012-10-04 17:35 | unknownna | Reporter | unknownna => NotIvan |
| 2013-10-06 13:01 | Ivan | Note Added: 0007323 | |
| 2013-10-06 19:41 | Torr Samaho | Note Added: 0007336 | |
| 2013-10-06 20:06 | Torr Samaho | Note Edited: 0007336 | View Revisions |
| 2013-10-06 20:26 | Blzut3 | Note Added: 0007338 | |
| 2013-10-06 23:11 | Ivan | Note Added: 0007339 | |
| 2013-10-06 23:41 | Blzut3 | Note Added: 0007340 | |
| 2013-10-07 06:06 | Torr Samaho | Note Added: 0007341 | |
| 2013-10-07 11:42 | Ivan | Note Added: 0007343 | |
| 2013-10-23 19:00 | Arco | Note Added: 0007458 | |
| 2013-10-23 19:01 | Arco | Status | confirmed => resolved |
| 2013-10-23 19:01 | Arco | Resolution | open => no change required |
| 2018-09-30 22:44 | Blzut3 | Status | resolved => closed |
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