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IDProjectCategoryView StatusDate SubmittedLast Update
0001682Zandronum[All Projects] Bugpublic2014-01-23 23:472015-06-10 19:47
ReporterLeonard 
Assigned To 
PrioritynormalSeveritytweakReproducibilityalways
StatusconfirmedResolutionopen 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version1.2 
Target VersionFixed in Version 
Summary0001682: Floor_Waggle produces jittery lag online.
DescriptionI noticed this while playing jumpmaze.
Basically when jumping on a floor that waggles, you will get some kind of jittery lag as if you had a really high ping.
It happens mostly on the edges at high-ish speeds.

It's easy to reproduce on the example wad, just go fast and hold jump and try to jump on the edges.
Note that only the red (right) side uses floor_waggle, the blue one is just here to compare.
Steps To Reproduce-Host the example wad on a server where you ping atleast 50 (you can use your own with a ping emulator or just host it on best-ever/whatever server you want).
-Get in the red side.
-Jump around.
Attached Files? file icon justtestingthings.wad [^] (69,260 bytes) 2014-01-23 23:47
? file icon WaggleTest2.wad [^] (9,557 bytes) 2014-02-13 19:50
? file icon WaggleTest3.wad [^] (1,428 bytes) 2014-12-14 15:28

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

-  Notes
User avatar (0008130)
Torr Samaho (administrator)
2014-01-25 12:08

I don't see any floor waggling in the example wad.
User avatar (0008131)
Leonard (developer)
2014-01-25 15:07

It's the red side. I just used a slow waggle to make it easier to jump on.
User avatar (0008197)
Leonard (developer)
2014-02-13 19:51

Uploaded a new test wad with a stronger waggle although that was not needed at all but since people seemed to not care once again..
User avatar (0008198)
Torr Samaho (administrator)
2014-02-13 20:11

What do you mean with "since people seemed to not care once again"?
User avatar (0008206)
ibm5155 (reporter)
2014-02-14 13:16

"since people seemed to not care once again"
"Supporters: ibm5155"
'-'

I can't help, the only thing I know for now is copy and paste commits from zdoom to zan and fix some simple problems :B
User avatar (0008538)
Arco (updater)
2014-04-11 02:12

I cannot reproduce the jittery lag as written in the ticket. Are you doing something else that may be doing this?
User avatar (0010100)
Leonard (developer)
2014-07-31 23:40

I am sorry that it took me so long to respond.
I re-tested it and apparently it doesn't happen as much as it did before.
But it's still there. I suggest hosting a server with the second test-wad I made (It seems to be more likely on this one) and connecting to it with gamersproxy with just an emulated ping of 100 and then simply holding +jump on one of the waggling floors. Within 10 seconds at least I get the desync.
User avatar (0011059)
Leonard (developer)
2014-12-14 15:32

Uploaded an even better testing wad (WaggleTest3.wad)
Just load the map on a server and keep pressing +jump and the effect immediately happens.
Switch between an emulated 0/200 ping on your local server and you will notice the difference and it's even more noticeable with chasecam on.
Also it seems that this is caused by the client's movement prediction because when setting cl_predict_players to 0, the effect disappears completely.
User avatar (0011355)
Hypnotoad (reporter)
2015-01-10 14:48

Just thought I'd post to confirm this, numerous people have complained about very jittery waggle floors when ping is more than 100 or so, particularly problematic on jumpmaze.
User avatar (0011356)
Torr Samaho (administrator)
2015-01-10 15:55

I can confirm that WaggleTest3.wad with an emulated ping of 200 allows to easily reproduce this effect.
User avatar (0011364)
Torr Samaho (administrator)
2015-01-11 15:22

I had a look and I'm pretty sure I know what's going wrong. While predicting, the client assumes that sector heights do not change during the prediction window. There are some additions that take care of moving floors, but these workarounds cannot cover the case where a moving floor changes its direction during the prediction window.

So this is more of a missing prediction feature than a bug. Fixing requires to take into account the effect of the waggle during the prediction. Unfortunately, this is not trivial.

Issue Community Support
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Supporters: ibm5155 Hypnotoad Leonard unknownna
Opponents: No one explicitly opposes this issue yet.

- Issue History
Date Modified Username Field Change
2014-01-23 23:47 Leonard New Issue
2014-01-23 23:47 Leonard File Added: justtestingthings.wad
2014-01-25 12:08 Torr Samaho Note Added: 0008130
2014-01-25 12:08 Torr Samaho Status new => feedback
2014-01-25 15:07 Leonard Note Added: 0008131
2014-01-25 15:07 Leonard Status feedback => new
2014-02-13 19:50 Leonard File Added: WaggleTest2.wad
2014-02-13 19:51 Leonard Note Added: 0008197
2014-02-13 20:11 Torr Samaho Note Added: 0008198
2014-02-14 13:16 ibm5155 Note Added: 0008206
2014-04-11 02:12 Arco Note Added: 0008538
2014-04-11 02:12 Arco Status new => feedback
2014-07-31 23:40 Leonard Note Added: 0010100
2014-07-31 23:40 Leonard Status feedback => new
2014-12-14 15:28 Leonard File Added: WaggleTest3.wad
2014-12-14 15:32 Leonard Note Added: 0011059
2015-01-10 14:48 Hypnotoad Note Added: 0011355
2015-01-10 15:55 Torr Samaho Note Added: 0011356
2015-01-10 15:55 Torr Samaho Status new => confirmed
2015-01-11 15:22 Torr Samaho Note Added: 0011364
2015-06-10 19:47 unknownna Relationship added related to 0002294






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