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IDProjectCategoryView StatusDate SubmittedLast Update
0001131Zandronum[All Projects] Bugpublic2012-10-15 15:162018-08-23 05:09
Reporterunknownna 
Assigned To 
PriorityhighSeveritymajorReproducibilityalways
StatusnewResolutionopen 
PlatformOSOS Version
Product Version1.0 
Target VersionFixed in Version 
Summary0001131: Client mispredicts its movement if moving on floors/slopes with negative height values
Description
Quote from unknownna
I noticed this while testing Zandronum 1.0 on a KDiZD server. For some reason, the client would start to mispredict its momentum when crossing different heights, for instance when moving across slopes and/or steps.

I think I finally managed to reproduce the prediction error. It seems that the client will jitter if moving on floors/slopes with negative height values.
Steps To Reproduce1. zandronum.exe -file slope_jitter_01.wad -playdemo 2012.10.15_17.12.25_slope_jitter_01.cld
Additional InformationIt seems to work a bit better in 98d. There's also some jitter present in 98d, but it's a bit worse in Zandronum 1.0. It seems that cl_ticsperupdate makes a difference here. You seem to jitter a lot more if it's set to 1.
Attached Files? file icon slope_jitter_01.wad [^] (13,724 bytes) 2012-10-15 15:16
? file icon 2012.10.15_17.12.25_slope_jitter_01.cld [^] (26,051 bytes) 2012-10-15 15:16
? file icon slope_jitter_02.wad [^] (97,506 bytes) 2012-10-15 22:22
? file icon slope_jitter_01b.wad [^] (13,724 bytes) 2012-10-21 01:40
? file icon 2012.10.21_19.41.31_player_bridge_desync_test_04.cld [^] (24,507 bytes) 2012-10-21 17:44
? file icon 2012.10.25_03.20.23_doom2.cld [^] (25,312 bytes) 2012-10-25 01:25
? file icon slope_jitter_03.wad [^] (23,639 bytes) 2015-06-07 01:25
? file icon jitter_01.cld [^] (33,226 bytes) 2015-06-07 16:52
? file icon jitter_02.cld [^] (27,761 bytes) 2015-06-07 16:56
? file icon jitter_01b.cld [^] (16,165 bytes) 2015-06-07 17:24
? file icon jitter_02b.cld [^] (20,511 bytes) 2015-06-07 17:24

- Relationships
related to 0002294confirmed Very evident misprediction of movement on raising floors in general 

-  Notes
User avatar (0005127)
Torr Samaho (administrator)
2012-10-15 20:51

Is the behavior in 1.0 and 98d identical if 1.0 is used with cl_ticsperupdate 3?
User avatar (0005129)
unknownna (updater)
2012-10-15 22:23
edited on: 2012-10-16 03:43

Quote from Torr Samaho
Is the behavior in 1.0 and 98d identical if 1.0 is used with cl_ticsperupdate 3?

When compared side by side, both with an emulated ping of 302, they seem to be nearly identical to one another, but I'm not too sure.

I also noticed while testing IGPack that bridge things seem to be affected by this issue as well. If the floor/slope beneath them has a negative height, the client will start to jitter when jumping on the bridge things. I created an example WAD. Only the leftmost platform with a negative floor height will cause the client to mispredict its movement.

Edit:

It seems that the client will mispredict its movement on the rightmost platform as well when jumping on the bridge things.

User avatar (0005142)
Torr Samaho (administrator)
2012-10-20 19:25
edited on: 2012-10-20 19:41

I've got the impression that the jumping on the bridge things in your example wad got worse with the recent changes for rocket jumping on bridge things. Can you confirm this?

Do the other effects only appear if slopes are involved and the floor heights are negative?

EDIT: The new jumping problems where possibly caused by another change that was not in the last binary I sent you.

User avatar (0005148)
unknownna (updater)
2012-10-21 01:39
edited on: 2012-10-21 02:04

Quote from Torr Samaho
I've got the impression that the jumping on the bridge things in your example wad got worse with the recent changes for rocket jumping on bridge things. Can you confirm this?

I can't confirm that it got worse, but I can confirm that the client mispredicts its movement in 1.0.

Quote from Torr Samaho
Do the other effects only appear if slopes are involved and the floor heights are negative?

It also jitters on slopes when the heights are positive, but it's a lot worse if they're negative. In slope_jitter_01b.wad, the heights are positive and it doesn't jitter nearly as much as it does in slope_jitter_01.wad when compared side by side.

Quote from Torr Samaho
The new jumping problems where possibly caused by another change that was not in the last binary I sent you.

I noticed in this binary that the client now jitters when moving from real floors to bridge things.

User avatar (0005152)
Torr Samaho (administrator)
2012-10-21 17:10
edited on: 2012-10-21 17:10

Quote from unknownna

I noticed in this binary that the client now jitters when moving from real floors to bridge things.

That's bad, can you make a demo of this? As predicted we seem to have come to a point where any changes to the prediction break things that used to work. I may have to revert the rocket jump on bridge things changes then.

User avatar (0005156)
unknownna (updater)
2012-10-21 17:44
edited on: 2012-10-21 18:00

Quote from Torr Samaho
That's bad, can you make a demo of this?

I recorded a demo with this binary.

zandronum.exe -file player_bridge_desync_test_04.wad -playdemo 2012.10.21_19.41.31_player_bridge_desync_test_04.cld

player_bridge_desync_test_04.wad

Quote from Torr Samaho
As predicted we seem to have come to a point where any changes to the prediction break things that used to work.

I think the new fixes brought fundamentally broken bridge behavior to the surface more than anything.

Quote from Torr Samaho
I may have to revert the rocket jump on bridge things changes then.

I don't like this attitude, but it's your call.

User avatar (0005160)
Torr Samaho (administrator)
2012-10-21 18:29

Quote from unknownna
I recorded a demo with this binary.

Is this any better?

Quote from unknownna
I don't like this attitude, but it's your call.

I spent many hours during the last weeks on the prediction stuff and if I see that with every fixed issue a new issue pops up, I'm questioning myself if all the time was well spent. If the "effort / impact" ratio is too bad, it's not worth to do something as long as there are other things to do. I'm sure that the prediction issues can be fixed, but I have no idea how much work it'll take and I also don't know what the tipping point is.
User avatar (0005162)
unknownna (updater)
2012-10-21 18:59

Quote from Torr Samaho
Is this any better?

Yes, that took care of it.

Quote from Torr Samaho
If the "effort / impact" ratio is too bad, it's not worth to do something as long as there are other things to do.

Considering that these issues were never dealt with until now, I consider the ratio to be very good. So far we fixed all the known side effects but one.
User avatar (0005167)
unknownna (updater)
2012-10-21 19:57

Quote from Torr Samaho
I've got the impression that the jumping on the bridge things in your example wad got worse with the recent changes for rocket jumping on bridge things. Can you confirm this?

In this binary I can confirm that it got a bit worse when moving/jumping on the bridge things above the slopes in slope_jitter_02.wad. But I still feel that we only see the symptoms of fundamental issues since they were there before as well.
User avatar (0005196)
unknownna (updater)
2012-10-25 01:24
edited on: 2015-06-07 01:26

Quote from Torr Samaho
Do the other effects only appear if slopes are involved and the floor heights are negative?

It seems that they appear on regular floors as well, but it got a bit worse in the newer binaries. I recorded a small demo of the jitter. We have to take care of this issue.

zandronum -playdemo 2012.10.25_03.20.23_doom2.cld


Edit:

This is strange. For some reason I'm unable to reproduce the jitter on regular floors now.

User avatar (0012575)
unknownna (updater)
2015-06-07 01:25
edited on: 2015-06-07 01:37

Edward-san, do you have any idea why this behavior is present? It's weird that the jitter is affected by the floor height.

What's also weird is that moving and jumping on bridge things above slopes is affected by the issue, as I noticed in IGPack (and demonstrated in slope_jitter_02.wad and now in slope_jitter_03.wad).

User avatar (0012581)
Edward-san (developer)
2015-06-07 16:36
edited on: 2015-06-07 16:36

Quote from unknownna

Edward-san, do you have any idea why this behavior is present? It's weird that the jitter is affected by the floor height.


Sorry, can you make a demo with zan 2.0? I don't see any jittery going on in slope_jitter_01 and slope_jitter_01b, even with emulated ping of 302..

User avatar (0012582)
unknownna (updater)
2015-06-07 16:52
edited on: 2015-06-07 16:55

Sure, check it out. It apparently starts to jitter when moving from slopes to floors and vice versa.

zandronum -file slope_jitter_01.wad -playdemo jitter_01.cld


Edit:

And here's a demo of the bridge thing issue

zandronum -file slope_jitter_03.wad -playdemo jitter_02.cld


User avatar (0012583)
Edward-san (developer)
2015-06-07 17:11

Sorry, can you redo both the demos with this latest 2.1-beta build:https://www.dropbox.com/s/76gxuvlsq9yhb9k/zandronum-2.1-150604-1440-9b91f0c-windows.zip?dl=0 [^] ?
User avatar (0012584)
unknownna (updater)
2015-06-07 17:24

Sure, here you go:

zandronum -file slope_jitter_01.wad -playdemo jitter_01b.cld

zandronum -file slope_jitter_03.wad -playdemo jitter_02b.cld

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Supporters: unknownna Dark-Assassin
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- Issue History
Date Modified Username Field Change
2012-10-15 15:16 unknownna New Issue
2012-10-15 15:16 unknownna File Added: slope_jitter_01.wad
2012-10-15 15:16 unknownna File Added: 2012.10.15_17.12.25_slope_jitter_01.cld
2012-10-15 15:16 unknownna Status new => confirmed
2012-10-15 15:34 unknownna Severity minor => major
2012-10-15 20:51 Torr Samaho Note Added: 0005127
2012-10-15 22:22 unknownna File Added: slope_jitter_02.wad
2012-10-15 22:23 unknownna Note Added: 0005129
2012-10-16 00:37 unknownna Note Edited: 0005129 View Revisions
2012-10-16 03:41 unknownna Note Edited: 0005129 View Revisions
2012-10-16 03:43 unknownna Note Edited: 0005129 View Revisions
2012-10-20 19:25 Torr Samaho Note Added: 0005142
2012-10-20 19:41 Torr Samaho Note Edited: 0005142 View Revisions
2012-10-21 01:39 unknownna Note Added: 0005148
2012-10-21 01:40 unknownna File Added: slope_jitter_01b.wad
2012-10-21 02:04 unknownna Note Edited: 0005148 View Revisions
2012-10-21 17:10 Torr Samaho Note Added: 0005152
2012-10-21 17:10 Torr Samaho Note Edited: 0005152 View Revisions
2012-10-21 17:11 Torr Samaho Note Revision Dropped: 5152: 0002815
2012-10-21 17:44 unknownna File Added: 2012.10.21_19.41.31_player_bridge_desync_test_04.cld
2012-10-21 17:44 unknownna Note Added: 0005156
2012-10-21 18:00 unknownna Note Edited: 0005156 View Revisions
2012-10-21 18:29 Torr Samaho Note Added: 0005160
2012-10-21 18:59 unknownna Note Added: 0005162
2012-10-21 19:57 unknownna Note Added: 0005167
2012-10-25 01:24 unknownna Note Added: 0005196
2012-10-25 01:25 unknownna File Added: 2012.10.25_03.20.23_doom2.cld
2012-10-25 05:51 unknownna Note Edited: 0005196 View Revisions
2015-06-07 01:25 unknownna Note Added: 0012575
2015-06-07 01:25 unknownna File Added: slope_jitter_03.wad
2015-06-07 01:26 unknownna Status confirmed => feedback
2015-06-07 01:26 unknownna Note Edited: 0005196 View Revisions
2015-06-07 01:37 unknownna Note Edited: 0012575 View Revisions
2015-06-07 16:36 Edward-san Note Added: 0012581
2015-06-07 16:36 Edward-san Note Edited: 0012581 View Revisions
2015-06-07 16:52 unknownna Note Added: 0012582
2015-06-07 16:52 unknownna Status feedback => new
2015-06-07 16:52 unknownna File Added: jitter_01.cld
2015-06-07 16:55 unknownna Note Edited: 0012582 View Revisions
2015-06-07 16:56 unknownna File Added: jitter_02.cld
2015-06-07 17:11 Edward-san Note Added: 0012583
2015-06-07 17:11 Edward-san Status new => feedback
2015-06-07 17:24 unknownna Note Added: 0012584
2015-06-07 17:24 unknownna Status feedback => new
2015-06-07 17:24 unknownna File Added: jitter_01b.cld
2015-06-07 17:24 unknownna File Added: jitter_02b.cld
2018-08-23 05:09 unknownna Relationship added related to 0002294






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