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IDProjectCategoryView StatusDate SubmittedLast Update
0001244Zandronum[All Projects] Bugpublic2013-01-02 20:402018-09-30 21:00
ReporterCutman 
Assigned ToTorr Samaho 
PrioritynormalSeveritymajorReproducibilityalways
StatusclosedResolutionfixed 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version1.0 
Target Version1.1Fixed in Version1.1 
Summary0001244: A_JumpIfTargetInLOS working incorrectly online
DescriptionThe function A_JumpIfTargetInLOS works incorrectly online. It seems like the client isn't receiving the correct information and causes strange effects.
Steps To Reproduce1. Download the attached file. It has code for a new Demon actor who stands still in awe while he's in line of sight of the player.
2. Host a server (with cheats) and summon the test actor DemonTest.
3. The demon with appear to be moving around in a strange way, but his hitbox remains where he SHOULD be (standing still when in sight).
4. Try it offline to see the correct behavior.
Additional InformationHere's the code:

actor DemonTest : Demon
{
states
{
  Spawn:
    SARG AB 10 A_Look
    Loop
  See:
    SARG A 0 A_JumpIfTargetInLOS("unsure",1000,360)
    SARG AABBCCDD 2 A_Chase
    Loop
  Melee:
    SARG EF 8 A_FaceTarget
    SARG G 8 A_SargAttack
    Goto See
  Pain:
    SARG H 2
    SARG H 2 A_Pain
    Goto See
  Death:
    SARG I 8
    SARG J 8 A_Scream
    SARG K 4
    SARG L 4 A_NoBlocking
    SARG M 4
    SARG N -1
    Stop
  Raise:
    SARG N 5
    SARG MLKJI 5
    Goto See
    
  unsure:
    SARG E 10
    Goto See
}
}
Attached Files? file icon LOStest.wad [^] (575 bytes) 2013-01-02 20:40

- Relationships

-  Notes
User avatar (0005672)
Toxicity (reporter)
2013-01-02 21:48

Sounds like massive desync to me. The server interprets the function correctly (which is why the hitbox is in the right place) but apperantly it doesn't pass that on to the client.
User avatar (0005674)
ZzZombo (reporter)
2013-01-03 07:13

Maybe it's elated to Dusk's bug report about A_CheckSight executed by clients on their own.
User avatar (0005676)
Torr Samaho (administrator)
2013-01-04 12:34

This should improve the behavior. Due to the inherent problems of Zandronum's jump handling, the client still mispredicts the monster position locally till the client receives the correct jump outcome from the server.
User avatar (0005681)
Cutman (reporter)
2013-01-04 16:54

Is that true of all jumps? I have a similar issue with A_JumpIf(args[0]==1,"blah") but not as severe as this one.
User avatar (0005682)
Torr Samaho (administrator)
2013-01-04 17:36

All jumps whose outcome a client can't predict on its own (A_JumpIf is such a kind of jump) are affected by these mispredictions by the design of the current jump handling.
User avatar (0005715)
Cutman (reporter)
2013-01-07 19:34

Working perfectly now

Issue Community Support
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- Issue History
Date Modified Username Field Change
2013-01-02 20:40 Cutman New Issue
2013-01-02 20:40 Cutman File Added: LOStest.wad
2013-01-02 21:48 Toxicity Note Added: 0005672
2013-01-03 07:13 ZzZombo Note Added: 0005674
2013-01-04 11:54 Torr Samaho Assigned To => Torr Samaho
2013-01-04 11:54 Torr Samaho Status new => assigned
2013-01-04 12:34 Torr Samaho Note Added: 0005676
2013-01-04 12:34 Torr Samaho Status assigned => needs testing
2013-01-04 12:35 Torr Samaho Target Version => 1.1
2013-01-04 16:54 Cutman Note Added: 0005681
2013-01-04 17:36 Torr Samaho Note Added: 0005682
2013-01-07 19:34 Cutman Note Added: 0005715
2013-01-07 19:41 Dusk Status needs testing => resolved
2013-01-07 19:41 Dusk Fixed in Version => 1.1
2013-01-07 19:41 Dusk Resolution open => fixed
2018-09-30 21:00 Blzut3 Status resolved => closed






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