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IDProjectCategoryView StatusDate SubmittedLast Update
0001725Zandronum[All Projects] Suggestionpublic2014-02-26 04:192014-06-15 16:08
ReporterAbsolute Zero 
Assigned To 
PrioritynormalSeverityfeatureReproducibilityhave not tried
StatusfeedbackResolutionopen 
PlatformOSOS Version
Product Version 
Target VersionFixed in Version 
Summary0001725: Implement pickup prediction
DescriptionIf you are, say, dueling someone in Doom, some packet loss may happen eventually, that is fatal if you are respawning and runs to pickup a weapon, where in some cases can get you an absurd delay of 3 seconds until the weapon starts to switch to the one picked.
Steps To ReproduceSeems to happen when you have any sort of lag spikes.
Additional InformationI suggest a strong testing and help from competitive players if you implement that, to avoid any upcoming bugs from this (pickup prediction).
Attached Files

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-  Notes
User avatar (0008329)
Nati46 (reporter)
2014-03-06 23:27

As a feature which was also implemented in odamex, I can say that it is quite benificial and also decreases the disadvantage of higher-pinging players, but it does come with its own drawbacks.
If this is implemented on things such as flags, high ping players will cause confusion when picking up flags as they will appear behind the flag (when on their side they are at the flag, due to the latency.)
A notable bug in this implementation is that on some occasions, high ping players would pick up weapons they did not step on - by walking towards a weapon then changing direction right before they step on it on their side. This could also allow them to pick up weapons without exposing themselves. Therefore it will require very fine and rapid checks to ensure that this doesn't happen.
But yeah, I support a proper customized implementation of this idea.
User avatar (0008476)
Ijon Tichy (reporter)
2014-04-02 17:26
edited on: 2014-04-02 17:26

CustomInventory with the Pickup/+AUTOACTIVATE Use states screws this up. Whether they pick up or not could easily depend on game state that's only known to the server (say, a value in ACS corresponding to class for things like AOW, or CVar values in the case of Samsara), and the client could never accurately predict those cases.

User avatar (0008481)
Watermelon (developer)
2014-04-03 13:30

For the competitive players who don't care about ACS:

While the idea is awesome in theory, I think Odamex took it out because if you were to run over an SSG and get shot back right before touching it, due to client prediction you take out the SSG (when you don't really have it), and clicking fire switches you to the pistol and you are more or less COMPLETELY screwed in any competitive environment.

It caused me so much frustration I actually turned it off.
User avatar (0009440)
Watermelon (developer)
2014-06-15 16:08

Any comment?

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Supporters: AlienOverlord Nati46 Absolute Zero
Opponents: Combinebobnt unknownna

- Issue History
Date Modified Username Field Change
2014-02-26 04:19 Absolute Zero New Issue
2014-03-06 23:27 Nati46 Note Added: 0008329
2014-04-02 17:26 Ijon Tichy Note Added: 0008476
2014-04-02 17:26 Ijon Tichy Note Edited: 0008476 View Revisions
2014-04-03 13:30 Watermelon Note Added: 0008481
2014-06-15 16:08 Watermelon Note Added: 0009440
2014-06-15 16:08 Watermelon Status new => feedback






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