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IDProjectCategoryView StatusDate SubmittedLast Update
0001179Zandronum[All Projects] Bugpublic2012-11-12 10:422019-06-04 21:54
Reporterunknownna 
Assigned ToDusk 
PrioritynormalSeverityminorReproducibilityalways
StatusnewResolutionopen 
PlatformOSOS Version
Product Version1.0 
Target VersionFixed in Version 
Summary0001179: ScriptedMarine is buggy online
DescriptionIt will display the wrong frames online when attacking.
Steps To Reproduce1. zandronum -host +sv_cheats 1
2. Connect a client to the server and join the game.
3. "god; summon marinessg" in the console.
Additional Information
Missile.SSG:
        PLAY E 3 A_M_CheckAttack
        PLAY F 7 BRIGHT A_M_FireShotgun2
        Goto See
    SkipAttack:
        PLAY A 1
        Goto See
Attached Files

- Relationships

-  Notes
User avatar (0005385)
Dusk (developer)
2012-11-12 14:18

Fixed
User avatar (0005386)
unknownna (updater)
2012-11-12 14:47
edited on: 2012-11-12 14:49

Good job, Dusk. But I think that the MarineFist and MarineBFG actors are affected too.

Melee.Fist:
        PLAY E 4 A_FaceTarget
        PLAY F 4 A_M_Punch(1)
        PLAY A 9
        PLAY A 0 A_M_Refire
        Loop
        PLAY A 5 A_FaceTarget
        Goto See
Missile.BFG:
        PLAY E 5 A_M_BFGSound
        PLAY EEEEE 5 A_FaceTarget
        PLAY F 6 A_M_FireBFG
        PLAY A 4 A_FaceTarget
        PLAY A 0 A_M_Refire
        Loop
        PLAY A 0
        Goto See


User avatar (0005390)
Dusk (developer)
2012-11-12 21:43

Fixed the BFG marine

I'm not sure how to handle the fist marine, though. It seems to be a much deeper issue than just a missing server command call and the desync is not very great.
User avatar (0005392)
Torr Samaho (administrator)
2012-11-13 20:59

The A_M_BFGSound patch is perfect, the A_M_CheckAttack patch is also fine technically, I just have my usual pedantic style complaints (missing new line + unrelated changes merged into a bug fix commit).
User avatar (0005399)
Dusk (developer)
2012-11-15 16:39

Fine... here is this, then, Collaped stuff while I was at it. I could of sworn we were meant to reduce copy/paste code though..
User avatar (0005407)
Torr Samaho (administrator)
2012-11-18 09:24

Thanks! Pulled and rebased.

Quote from Dusk
I could of sworn we were meant to reduce copy/paste code though..

Absolutely. We should just not mix changes that are intended to change the code behavior (e.g. bug fixes) and changes that are solely meant to make the code simpler while keeping the behavior exactly the same (e.g. copy and paste reduction by function use) in the same commit. Keeping these things in different commits makes debugging and change tracking easier.
User avatar (0005415)
Torr Samaho (administrator)
2012-11-18 12:41
edited on: 2012-11-18 12:52

Quote from unknownna

Melee.Fist:
        PLAY E 4 A_FaceTarget
        PLAY F 4 A_M_Punch(1)
        PLAY A 9
        PLAY A 0 A_M_Refire
        Loop
        PLAY A 5 A_FaceTarget
        Goto See

This suffers the same fate as all server handled jump functions: The client doesn't have enough information to evaluate A_M_Refire and just always ignores it, i.e. it always executes the loop statement. If the server decides that the actor has to stop refiring, it informs the client. But till this information reaches the client, the client will already have started to refire locally, leading to a small desync.

BTW: In A_M_Punch the server doesn't inform the clients about the changed angle, this shouldn't make much of a difference though. EDIT: I added the missing angle synchronization.

User avatar (0005416)
Dusk (developer)
2012-11-18 18:37

Quote
Keeping these things in different commits makes debugging and change tracking easier.

Ah, right. Was not aware of this. I'll mark this as needing testing now that it's pulled.
User avatar (0005419)
Torr Samaho (administrator)
2012-11-18 19:58

I'm sorry. I thought we talked about this a while ago, but it's quite possible that I only mentioned this to TIHan and never told you about this.
User avatar (0006083)
Qent (updater)
2013-02-27 00:14

The BFG and SSG marines look better. I can't see any desyncs. Was the fist marine changed?
User avatar (0006205)
Arco (updater)
2013-04-04 00:21

Fist marines occasionally desync when there's lag. The SSG and BFG marines are, as Qent stated, fixed.
User avatar (0006421)
Arco (updater)
2013-06-11 04:16

Latest version does not conform. Fist marines do not have the correct frames with induced pings.

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- Issue History
Date Modified Username Field Change
2012-11-12 10:42 unknownna New Issue
2012-11-12 10:42 unknownna Status new => confirmed
2012-11-12 10:43 unknownna Additional Information Updated View Revisions
2012-11-12 14:18 Dusk Note Added: 0005385
2012-11-12 14:18 Dusk Assigned To => Dusk
2012-11-12 14:18 Dusk Status confirmed => needs review
2012-11-12 14:47 unknownna Note Added: 0005386
2012-11-12 14:49 unknownna Note Edited: 0005386 View Revisions
2012-11-12 20:57 Dusk Status needs review => assigned
2012-11-12 21:43 Dusk Note Added: 0005390
2012-11-12 21:43 Dusk Status assigned => needs review
2012-11-13 20:59 Torr Samaho Note Added: 0005392
2012-11-15 16:39 Dusk Note Added: 0005399
2012-11-18 09:24 Torr Samaho Note Added: 0005407
2012-11-18 12:41 Torr Samaho Note Added: 0005415
2012-11-18 12:42 Torr Samaho Note Edited: 0005415 View Revisions
2012-11-18 12:42 Torr Samaho Note Revision Dropped: 5415: 0002976
2012-11-18 12:42 Torr Samaho Status needs review => feedback
2012-11-18 12:52 Torr Samaho Note Edited: 0005415 View Revisions
2012-11-18 18:37 Dusk Note Added: 0005416
2012-11-18 18:37 Dusk Status feedback => needs testing
2012-11-18 19:58 Torr Samaho Note Added: 0005419
2012-12-18 20:44 Dusk Target Version => 1.1
2013-02-27 00:14 Qent Note Added: 0006083
2013-04-04 00:21 Arco Note Added: 0006205
2013-04-05 19:53 Dusk Status needs testing => assigned
2013-06-11 04:16 Arco Note Added: 0006421
2013-06-23 20:10 Dusk Target Version 1.1 =>
2019-06-04 21:54 Dusk Status assigned => new






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