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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0000573 | Zandronum | [All Projects] Bug | public | 2011-08-28 14:11 | 2012-01-15 03:30 | ||||
Reporter | Konda | ||||||||
Assigned To | |||||||||
Priority | low | Severity | minor | Reproducibility | always | ||||
Status | closed | Resolution | suspended | ||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||
Product Version | 98d | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0000573: Players can see their own trails after F12'ing an ally | ||||||||
Description | Self-Explanatory. However, player can only see their last trail after F12'ing an ally. | ||||||||
Steps To Reproduce | F12 a player, go backwards and then switch back to your view. It may be hard to see because you can only see your last trail after F12'ing | ||||||||
Additional Information | Video:'http://www.youtube.com/watch?v=UemGQzCJNSM [^]' (98d, Grandvoid Jump Maze server) I also tested this with the currently latest build (98e-r3299) and the bug can be reproduced in that build too. | ||||||||
Attached Files | |||||||||
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Konda (reporter) 2011-08-28 14:16 |
Forgot to add in reproduction steps: Get a turbosphere or any powerup that inherits from powerspeed. |
cq75 (reporter) 2011-09-17 20:06 edited on: 2011-09-17 20:53 |
Confirmed in a beta testing server; it also happens if you toggle chasecam quickly with the turbosphere. |
Torr Samaho (administrator) 2012-01-15 00:12 |
Is this any different in ZDoom? |
Dusk (developer) 2012-01-15 01:14 edited on: 2012-01-15 01:18 |
This is because the engine starts spawning speed trails (they're client-side actors afaik) when you begin to coop-spy others, and stops spawning them after you go back to your own view. This doesn't remove the existing speed trails, however, which dissipate on their own. |
Torr Samaho (administrator) 2012-01-15 01:51 |
Yeah, that's why this is happening, but I'd like to know whether it's the same in ZDoom. If it is, I'll just close this report. |
Dusk (developer) 2012-01-15 03:24 |
Yes, this happens in ZDoom multiplayer as well. Switching back to your view doesn't remove existing trail actors. |
Torr Samaho (administrator) 2012-01-15 03:30 |
Alright, closed then. If anybody wants to see this changed, please request it at the ZDoom forum. |
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 |
2011-08-28 14:11 | Konda | New Issue | |
2011-08-28 14:16 | Konda | Note Added: 0002144 | |
2011-09-17 20:06 | cq75 | Note Added: 0002163 | |
2011-09-17 20:53 | cq75 | Note Edited: 0002163 | View Revisions |
2012-01-15 00:12 | Torr Samaho | Note Added: 0002398 | |
2012-01-15 00:12 | Torr Samaho | Status | new => feedback |
2012-01-15 01:14 | Dusk | Note Added: 0002400 | |
2012-01-15 01:18 | Dusk | Note Edited: 0002400 | View Revisions |
2012-01-15 01:51 | Torr Samaho | Note Added: 0002406 | |
2012-01-15 03:24 | Dusk | Note Added: 0002410 | |
2012-01-15 03:30 | Torr Samaho | Note Added: 0002413 | |
2012-01-15 03:30 | Torr Samaho | Status | feedback => closed |
2012-01-15 03:30 | Torr Samaho | Resolution | open => no change required |
2012-01-15 03:30 | Torr Samaho | Resolution | no change required => suspended |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
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