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IDProjectCategoryView StatusDate SubmittedLast Update
0002774Zandronum[All Projects] Bugpublic2016-07-08 21:592016-08-18 09:33
ReporterIvan 
Assigned To 
PriorityhighSeverityminorReproducibilitysometimes
StatusclosedResolutionno change required 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version1.4 
Target VersionFixed in Version 
Summary0002774: Player targets are inaccurate when in pain state
DescriptionWhen a player gets hurt, usually the person doing the damage is the target of the player. It is inconsistent in Zandronum however.

To test, I made a tlms server and joined it twice. Screenshots below illustrate the results I got in order. First, they don't recognize, then they suddenly work. This messes up randomly so it's hard to reproduce. I believe this to be a very old bug though. The target is more often than not yourself however.
Additional InformationScreenshots -'http://imgur.com/a/Pavqu [^]'
Explanation: Left one is the victim tid (guy getting shot), right one is the shooter (the target on my view)
Attached Files? file icon paintest.pk3 [^] (1,016 bytes) 2016-07-08 22:01
? file icon paintestmons.pk3 [^] (1,076 bytes) 2016-07-10 14:53

- Relationships

-  Notes
User avatar (0015224)
ZzZombo (reporter)
2016-07-08 22:32

Is it a clientside script? Clients aren't notified about actors' targets, so any changes to that is accidental.
User avatar (0015225)
Ivan (reporter)
2016-07-08 23:36
edited on: 2016-07-10 13:15

Not clientside at all. See the example wad.

As an extra information, this works 100% of the time in a Death script, ie. the player knows the target _for sure_ when they die.

User avatar (0015254)
Torr Samaho (administrator)
2016-07-10 13:56

Does this also happen offline? If so, are also other game modes affected? If so, is this any different in Zandronum 3.0 or in GZDoom 1.8.6?
User avatar (0015257)
Ivan (reporter)
2016-07-10 14:35
edited on: 2016-07-10 14:55

The thing is I can't test this really offline because this seems to be a player only issue. What I can do is however create a testing monster with a specific TID and see if that TID shows up. I'll update this when I get results.

EDIT: Results:'http://imgur.com/a/B6PRy [^]'

Those with statusbar fully shown are from 3.0

Picture 1: A failure of target recognition on 3.0 countdown.

Picture 2: Same from the other player shooting, this time not on countdown.

Picture 3: Same as above.

Picture 4: Same.

Picture 5: Zandronum 2.1.2, fail after countdown.

Picture 6 - 7 - 8: Offline Zandronum 2.1.2 tests. All failed.

Picture 9: Countdown during 2.1.2.

Picture 10: After countdown, somehow working.

Picture 11 - 12: Same as above.

Picture 13: Working during an active round with the monster this time.

The rest are all from online games except the 3rd last one with the chaingunner. That was an offline game test working.

Overall this is quite random in the way it happens however, after each party shoot each other a bit it seems to fix itself by itself. Don't know how that all works out.

Gzdoom 1.8.6: Happens randomly as well, sometimes working sometimes not working. Offline. --'http://imgur.com/a/szImc [^]'

User avatar (0015260)
Edward-san (developer)
2016-07-10 15:02

Quote
Gzdoom 1.8.6: Happens randomly as well, sometimes working sometimes not working. Offline. --http://imgur.com/a/szImc [^]


Does it happen also in zdoom 2.8.1?
User avatar (0015263)
Ivan (reporter)
2016-07-10 15:16

Confirmed to be happening:'http://imgur.com/a/jJyxZ [^]' -- On my third attempt it messed up.
User avatar (0015264)
Edward-san (developer)
2016-07-10 15:38

Then try with zdoom latest devbuild here.
User avatar (0015267)
Ivan (reporter)
2016-07-10 16:09

Oddly enough it's harder to reproduce but still is there. As I stated before, the target is fixed after me shooting the monster/player a few times.

Screenshots:'http://imgur.com/a/uiHUH [^]'

In one of the images you can observe that the target tid is shown to be 32768 at first but later messes up to become 1000 for some reason. Not sure why.
User avatar (0015271)
Leonard (developer)
2016-07-10 16:39
edited on: 2016-07-10 17:11

If I understood correctly you're talking about the target pointer of an actor rather than who the player is aiming at yet you're using SetActivatorToTarget in your example wad.
You have to consider this:
Quote
If the tid being referenced is a living player, the new activator is first thing the player is aiming at.
If there were no actors with the supplied tid, this function returns false and the activator is left unchanged.

What you really want is SetActivator(0, APPTR_TARGET);
On a side note, actors don't set their target pointer when hurt to the damager immediatly unless the +QUICKTORETALIATE flag is set.

User avatar (0015272)
Ivan (reporter)
2016-07-10 17:19

With that change everything seems to work. How do I compile it under Zandronum though? The compiler doesn't accept a 2nd parameter for that function.

I suppose it's missing in Zandronum. In which case I guess it'd make sense to ask for a backport of it in a different ticket.
User avatar (0015277)
Edward-san (developer)
2016-07-10 21:52

Which version of acc are you using? That shouldn't happen. Also there's a typo: SetActivator(0, APPTR_TARGET) where it should be SetActivator(0, AAPTR_TARGET) .
User avatar (0015278)
Ivan (reporter)
2016-07-10 22:24

I was using BCC provided by Positron (?) I think, not sure. It probably is very old but has quite nice features. I also corrected that typo on my end.
User avatar (0015442)
Ivan (reporter)
2016-08-13 14:57

Verified that the method suggested by Leonard works (used an updated BCC version provided by Monsterovich). This can be closed until it's fixed in Zdoom I guess. (If ever)
User avatar (0015479)
Edward-san (developer)
2016-08-18 09:33

IIUC there's nothing to fix, neither in zdoom.

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- Issue History
Date Modified Username Field Change
2016-07-08 21:59 Ivan New Issue
2016-07-08 22:01 Ivan File Added: paintest.pk3
2016-07-08 22:32 ZzZombo Note Added: 0015224
2016-07-08 23:36 Ivan Note Added: 0015225
2016-07-08 23:36 Ivan Note Edited: 0015225 View Revisions
2016-07-10 13:15 Ivan Note Edited: 0015225 View Revisions
2016-07-10 13:56 Torr Samaho Note Added: 0015254
2016-07-10 14:35 Ivan Note Added: 0015257
2016-07-10 14:52 Ivan Note Edited: 0015257 View Revisions
2016-07-10 14:53 Ivan File Added: paintestmons.pk3
2016-07-10 14:55 Ivan Note Edited: 0015257 View Revisions
2016-07-10 15:02 Edward-san Note Added: 0015260
2016-07-10 15:02 Edward-san Assigned To => Edward-san
2016-07-10 15:02 Edward-san Status new => feedback
2016-07-10 15:16 Ivan Note Added: 0015263
2016-07-10 15:16 Ivan Status feedback => assigned
2016-07-10 15:38 Edward-san Note Added: 0015264
2016-07-10 15:38 Edward-san Status assigned => feedback
2016-07-10 16:09 Ivan Note Added: 0015267
2016-07-10 16:09 Ivan Status feedback => assigned
2016-07-10 16:39 Leonard Note Added: 0015271
2016-07-10 17:11 Leonard Note Edited: 0015271 View Revisions
2016-07-10 17:19 Ivan Note Added: 0015272
2016-07-10 21:52 Edward-san Note Added: 0015277
2016-07-10 21:52 Edward-san Status assigned => feedback
2016-07-10 22:24 Ivan Note Added: 0015278
2016-07-10 22:24 Ivan Status feedback => assigned
2016-08-13 14:57 Ivan Note Added: 0015442
2016-08-18 09:33 Edward-san Note Added: 0015479
2016-08-18 09:33 Edward-san Status assigned => closed
2016-08-18 09:33 Edward-san Assigned To Edward-san =>
2016-08-18 09:33 Edward-san Resolution open => no change required






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