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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0001244 | Zandronum | [All Projects] Bug | public | 2013-01-02 20:40 | 2018-09-30 21:00 | ||||
Reporter | Cutman | ||||||||
Assigned To | Torr Samaho | ||||||||
Priority | normal | Severity | major | Reproducibility | always | ||||
Status | closed | Resolution | fixed | ||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||
Product Version | 1.0 | ||||||||
Target Version | 1.1 | Fixed in Version | 1.1 | ||||||
Summary | 0001244: A_JumpIfTargetInLOS working incorrectly online | ||||||||
Description | The function A_JumpIfTargetInLOS works incorrectly online. It seems like the client isn't receiving the correct information and causes strange effects. | ||||||||
Steps To Reproduce | 1. Download the attached file. It has code for a new Demon actor who stands still in awe while he's in line of sight of the player. 2. Host a server (with cheats) and summon the test actor DemonTest. 3. The demon with appear to be moving around in a strange way, but his hitbox remains where he SHOULD be (standing still when in sight). 4. Try it offline to see the correct behavior. | ||||||||
Additional Information | Here's the code: actor DemonTest : Demon { states { Spawn: SARG AB 10 A_Look Loop See: SARG A 0 A_JumpIfTargetInLOS("unsure",1000,360) SARG AABBCCDD 2 A_Chase Loop Melee: SARG EF 8 A_FaceTarget SARG G 8 A_SargAttack Goto See Pain: SARG H 2 SARG H 2 A_Pain Goto See Death: SARG I 8 SARG J 8 A_Scream SARG K 4 SARG L 4 A_NoBlocking SARG M 4 SARG N -1 Stop Raise: SARG N 5 SARG MLKJI 5 Goto See unsure: SARG E 10 Goto See } } | ||||||||
Attached Files | ![]() | ||||||||
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Toxicity (reporter) 2013-01-02 21:48 |
Sounds like massive desync to me. The server interprets the function correctly (which is why the hitbox is in the right place) but apperantly it doesn't pass that on to the client. |
ZzZombo (reporter) 2013-01-03 07:13 |
Maybe it's elated to Dusk's bug report about A_CheckSight executed by clients on their own. |
Torr Samaho (administrator) 2013-01-04 12:34 |
This should improve the behavior. Due to the inherent problems of Zandronum's jump handling, the client still mispredicts the monster position locally till the client receives the correct jump outcome from the server. |
Cutman (reporter) 2013-01-04 16:54 |
Is that true of all jumps? I have a similar issue with A_JumpIf(args[0]==1,"blah") but not as severe as this one. |
Torr Samaho (administrator) 2013-01-04 17:36 |
All jumps whose outcome a client can't predict on its own (A_JumpIf is such a kind of jump) are affected by these mispredictions by the design of the current jump handling. |
Cutman (reporter) 2013-01-07 19:34 |
Working perfectly now |
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 |
2013-01-02 20:40 | Cutman | New Issue | |
2013-01-02 20:40 | Cutman | File Added: LOStest.wad | |
2013-01-02 21:48 | Toxicity | Note Added: 0005672 | |
2013-01-03 07:13 | ZzZombo | Note Added: 0005674 | |
2013-01-04 11:54 | Torr Samaho | Assigned To | => Torr Samaho |
2013-01-04 11:54 | Torr Samaho | Status | new => assigned |
2013-01-04 12:34 | Torr Samaho | Note Added: 0005676 | |
2013-01-04 12:34 | Torr Samaho | Status | assigned => needs testing |
2013-01-04 12:35 | Torr Samaho | Target Version | => 1.1 |
2013-01-04 16:54 | Cutman | Note Added: 0005681 | |
2013-01-04 17:36 | Torr Samaho | Note Added: 0005682 | |
2013-01-07 19:34 | Cutman | Note Added: 0005715 | |
2013-01-07 19:41 | Dusk | Status | needs testing => resolved |
2013-01-07 19:41 | Dusk | Fixed in Version | => 1.1 |
2013-01-07 19:41 | Dusk | Resolution | open => fixed |
2018-09-30 21:00 | Blzut3 | Status | resolved => closed |
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