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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0000259 | Zandronum | [All Projects] Bug | public | 2011-01-11 20:26 | 2013-07-21 18:01 | ||||
Reporter | Blzut3 | ||||||||
Assigned To | |||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||
Status | closed | Resolution | won't fix | ||||||
Platform | OS | OS Version | |||||||
Product Version | 98d | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0000259: Harvester skulls desync | ||||||||
Description | Mod can be downloaded here:'http://www.doomworld.com/idgames/index.php?id=15498 [^]' While playing the skulls spawned when a player dies desync over time. One theory is that touching skulls of your own color (in order to neutralize them) causes the skulls to turn into ghost pickups. Decorate code should result in the Skull being always removed with Thing_Remove(0). Pickup: Reconnecting to the server causes the Skulltag to disappear so there's definitely some clientside desync involved. | ||||||||
Attached Files | |||||||||
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Torr Samaho (administrator) 2011-01-19 02:55 |
I'm not quite sure about the exact timings of the CustomInventory states. If the item removes itself in the Pickup state, is the Use state still supposed to be executed? |
Blzut3 (administrator) 2011-01-20 01:11 |
Honestly I'm not sure if this is defined behavior (I'll probably change that if/when I release a new version of the mod), but I can confirm that ZDoom will execute the Use state when the Pickup state removes itself. |
Torr Samaho (administrator) 2011-01-22 16:47 |
Before debugging this I think we first need to know the defined behavior. I remember a bug report where a mod relied on an undefined behavior in ZDoom. The code worked in ZDoom by pure chance, but broke in Skulltag online. |
Blzut3 (administrator) 2011-01-22 19:00 |
Then it's probably best if we just close this with "won't fix" and I'll just update the mod. Though I should reiterate that the server seems to be handling the skulls fine, it's just the clients that are not updated about their removal. (As I said reconnecting to the server causes the "ghost skulls" to disappear.) |
Edward-san (developer) 2011-01-22 20:30 |
Sorry for the intrusion, but, IMHO, isn't it better make an 'error' handling of that? I mean, if that code is used, Skulltag should place an 'Error:' during the loading of the game, with the explanation of the problem, so it prevents temporarily that desync... or a 'warning' message ... |
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. |
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Date Modified | Username | Field | Change |
2011-01-11 20:26 | Blzut3 | New Issue | |
2011-01-11 20:29 | Blzut3 | Description Updated | View Revisions |
2011-01-19 02:55 | Torr Samaho | Note Added: 0000832 | |
2011-01-20 01:11 | Blzut3 | Note Added: 0000842 | |
2011-01-22 16:47 | Torr Samaho | Note Added: 0000849 | |
2011-01-22 19:00 | Blzut3 | Note Added: 0000852 | |
2011-01-22 20:30 | Edward-san | Note Added: 0000853 | |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
2013-07-21 18:01 | Dusk | Status | new => closed |
2013-07-21 18:01 | Dusk | Resolution | open => won't fix |
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