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IDProjectCategoryView StatusDate SubmittedLast Update
0000142Zandronum[All Projects] Bugpublic2010-10-27 04:302015-09-01 17:25
ReporterAnonymous 
Assigned To 
PrioritynormalSeverityminorReproducibilityalways
StatusclosedResolutionnot fixable 
PlatformOSOS Version
Product Version98c 
Target VersionFixed in Version 
Summary0000142: A_Jump desync in flash state.
DescriptionA_Jump in the flash state works correctly offline, however online it desyncs and plays the frames incorrectly.

Here is the code it was found with:
Actor PlasmaRifle~ : PlasmaRifle replaces PlasmaRifle
{
  Decal PlasmaScorch
  Weapon.PreferredSkin "Plasma-DoomMarine"
  States
  {
  Fire:
    PLSG A 0 A_JumpIfInventory("RedTeamChecker", 1, 4)
    PLSG A 0 A_FireCustomMissile ("PlasmaBall")
    PLSG A 3 A_GunFlash
    PLSG B 20 A_ReFire
    goto Ready
    PLSG A 0 A_FireCustomMissile ("RedPlasmaBall")
    PLSG A 3 A_GunFlash
    PLSG B 20 A_ReFire
    goto Ready
  Flash:
    PLSF A 0 A_JumpIfInventory("RedTeamChecker", 1, 6)
    PLSF A 0 bright A_Jump (128, 3)
    PLSF A 4 bright A_Light1
    PLSF A 0 bright A_Light0
    stop
    PLSF B 4 bright A_Light1
    PLSF B 0 bright A_Light0
    stop
    RLSF A 0 bright A_Jump (128, 3)
    RLSF A 4 bright A_Light1
    RLSF A 0 bright A_Light0
    stop
    RLSF B 4 bright A_Light1
    RLSF B 0 bright A_Light0
    stop
  }
}
Steps To ReproduceSimply load this wad:'http://wadhost.fathax.com/files/Deathball-V1.1.zip [^]' in an offline match and use the plasma rifle on both red and blue team and it should work perfectly fine. Then load it in an online game and try the plasma rifle on both teams and it will desync and only play one frame of the flash state.
Attached Files? file icon jumpoffset_behavior_test.wad [^] (803 bytes) 2010-10-28 05:48
? file icon jumpoffset_behavior_test_02.wad [^] (2,362 bytes) 2011-01-20 17:42

- Relationships
has duplicate 0000251closedTorr Samaho A_Jump() does NOT work in net games properly on Flash state 

-  Notes
User avatar (0000475)
unknownna (updater)
2010-10-28 05:45

Confirmed. If the jump offset isn't in it's own state, the jump will fail. Made an example WAD, in which there are two identical plasma rifles, with the only difference being that one of them has a dummy state for the jump offset. Note that "A_Jump" in the second plasma rifle doesn't jump to the dummy state, but to the first frame in it.

The frame pattern also desyncs online. Perhaps because the jumping isn't done client-side.
User avatar (0000843)
Torr Samaho (administrator)
2011-01-20 12:38

Thanks, your observation shed some light on the issue. This should work better.
User avatar (0000844)
unknownna (updater)
2011-01-20 17:41
edited on: 2011-01-20 21:17

The state jumps are working now, but the frames still visually desync in the flash states. And the custom plasma rifles are considerably louder compared to the standard one. It's not like this offline.

All the plasma rifles behave like the standard one offline.

User avatar (0000845)
Torr Samaho (administrator)
2011-01-21 03:04

I think the visual desync is a consequence of the way Skulltag handles A_Jump online: Clients pretend the jumps are not there and the server instructs them to do the jump when the server jumps. Thus, if a jump occurs, the clients are in the wrong state till the message from the server to do the jump arrives.

Do you have any additional information on the volume issue? For instance, does this also appear if no additional jumps are in the custom plasma rifles?
User avatar (0000846)
unknownna (updater)
2011-01-21 03:29
edited on: 2011-01-21 03:53

> I think the visual desync is a consequence of the way Skulltag handles A_Jump online: Clients pretend the jumps are not there and the server instructs them to do the jump when the server jumps. Thus, if a jump occurs, the clients are in the wrong state till the message from the server to do the jump arrives.

I see. The frames in the "Flash" and "Fire" states will then remain desynchronized. It's evident when you release, or tap the fire button (the frames overlap). A natural consequence indeed.

> Do you have any additional information on the volume issue? For instance, does this also appear if no additional jumps are in the custom plasma rifles?

Removing the "A_Jump" code pointer from the "Flash" states didn't fix the volume issue.

From:

    "Flash":
        TNT1 A 0 A_Jump (128, 3)
        PLSF A 4 Bright A_Light1
        PLSF A 0 Bright A_Light0
        Stop
        PLSF B 4 Bright A_Light1
        PLSF B 0 Bright A_Light0
        Stop

To:

    "Flash":
// TNT1 A 0 A_Jump (128, 3)
        PLSF A 4 Bright A_Light1
        PLSF A 0 Bright A_Light0
        Stop
        PLSF B 4 Bright A_Light1
        PLSF B 0 Bright A_Light0
        Stop

This is the "Fire" state:

    "Fire":
        PLSG A 0 A_FireCustomMissile ("PlasmaBall")
        PLSG A 3 A_GunFlash
        PLSG B 20 A_ReFire
        Goto "Ready"

User avatar (0000856)
Borg (reporter)
2011-01-23 10:21

Then the fix sounds easy to me.
If you are in Flash state, do the jumps ClientSide.
User avatar (0000879)
Torr Samaho (administrator)
2011-01-27 03:06

> Removing the "A_Jump" code pointer from the "Flash" states didn't fix the volume issue.

Ok, then this is an entirely different issue.

> If you are in Flash state, do the jumps ClientSide.

No, that's not feasible. Since there are no guarantees that no gameplay relevant things happen in the Flash state, the server has to control the jump.
User avatar (0013358)
Dusk (developer)
2015-09-01 17:25

A result of the way actor state flow is handled online and cannot be feasibly fixed.

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- Issue History
Date Modified Username Field Change
2010-10-27 04:30 Anonymous New Issue
2010-10-28 05:45 unknownna Note Added: 0000475
2010-10-28 05:48 unknownna File Added: jumpoffset_behavior_test.wad
2011-01-19 01:12 Torr Samaho Relationship added has duplicate 0000251
2011-01-20 12:38 Torr Samaho Note Added: 0000843
2011-01-20 12:39 Torr Samaho Assigned To => Torr Samaho
2011-01-20 12:39 Torr Samaho Status new => feedback
2011-01-20 17:41 unknownna Note Added: 0000844
2011-01-20 17:42 unknownna File Added: jumpoffset_behavior_test_02.wad
2011-01-20 21:17 unknownna Note Edited: 0000844 View Revisions
2011-01-21 03:04 Torr Samaho Note Added: 0000845
2011-01-21 03:29 unknownna Note Added: 0000846
2011-01-21 03:45 unknownna Note Edited: 0000846 View Revisions
2011-01-21 03:53 unknownna Note Edited: 0000846 View Revisions
2011-01-23 10:21 Borg Note Added: 0000856
2011-01-27 03:06 Torr Samaho Note Added: 0000879
2012-06-09 13:22 Torr Samaho Category General => Bug
2015-09-01 17:25 Dusk Note Added: 0013358
2015-09-01 17:25 Dusk Status feedback => closed
2015-09-01 17:25 Dusk Assigned To Torr Samaho =>
2015-09-01 17:25 Dusk Resolution open => not fixable






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