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IDProjectCategoryView StatusDate SubmittedLast Update
0001828Zandronum[All Projects] Bugpublic2014-06-10 03:012018-09-30 21:55
ReporterWatermelon 
Assigned ToTorr Samaho 
PrioritynormalSeveritymajorReproducibilityalways
StatusclosedResolutionfixed 
PlatformOSOS Version
Product Version1.3 
Target VersionFixed in Version3.0 
Summary0001828: Actor Z desync with height (on the ground when sprite is drawn at the top of the ledge)
DescriptionIf you spawn an actor on the edge, it seems to think it is at the top. The sprite is rendered at the top, but the (invisible) actor is on the bottom. The client is predicting the wrong location when it spawns.


INTERESTINGLY:
If cl_capfps is false, you can see it 'drop down' really quickly.
If cl_capfps is true, you do not see it drop down at all


The actor is on the ground, and this is really bad because in AOW2, if you spawn a turret at the very edge at the top... you see it at the top and shoot at it, but it's not there. This is obviously not good.


Seems to happen with monsters. Going to investigate torches.






EDIT:
Does NOT happen in Single Player offline





EDIT:
Happens in 2.0 as well
Additional Information'http://i.imgur.com/lOPADcW.png [^]'
'http://i.imgur.com/uhw3Mfy.png [^]'
'http://i.imgur.com/PEPyuRb.png [^]'
Attached Files

- Relationships
related to 0001770closedZalewa Thing Z position differs between online and offline play. 

-  Notes
User avatar (0011148)
Torr Samaho (administrator)
2014-12-31 11:20

Does this still happen in 1.3? I made some z position fixes in there.
User avatar (0011167)
Frits (reporter)
2015-01-01 17:51

I've seen this happen in 1.3. Not as often as in 1.2 and earlier though.
User avatar (0011185)
Torr Samaho (administrator)
2015-01-01 18:36

I see. Can you create an example wad plus a demo in 1.3 that shows the problem?
User avatar (0016492)
Zalewa (developer)
2016-12-14 22:46

Fixed by this commit:

'https://bitbucket.org/Torr_Samaho/zandronum/commits/0e94c4d68a1fdd0f4859f2a7952ef4688e00c32a [^]'

Issue Community Support
This issue is already marked as resolved.
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- Issue History
Date Modified Username Field Change
2014-06-10 03:01 Watermelon New Issue
2014-06-10 03:09 Watermelon Summary Actors drop off the edge and repeat if cl_capfps is false => Actor Z desync with height (on the ground when sprite is drawn at the top of the ledge)
2014-06-10 03:09 Watermelon Description Updated View Revisions
2014-06-10 03:10 Watermelon Description Updated View Revisions
2014-06-10 03:10 Watermelon Additional Information Updated View Revisions
2014-06-10 03:19 Watermelon Description Updated View Revisions
2014-06-10 03:52 Watermelon Description Updated View Revisions
2014-06-10 03:53 Watermelon Product Version 1.2 => 2.0
2014-06-10 03:53 Watermelon Description Updated View Revisions
2014-06-10 15:34 Watermelon Relationship added related to 0001770
2014-06-15 16:49 Watermelon Status new => confirmed
2014-11-03 21:27 Dusk Product Version 2.0 => 2.0-beta
2014-12-31 11:20 Torr Samaho Note Added: 0011148
2014-12-31 11:20 Torr Samaho Assigned To => Torr Samaho
2014-12-31 11:20 Torr Samaho Status confirmed => feedback
2015-01-01 17:51 Frits Note Added: 0011167
2015-01-01 18:36 Torr Samaho Note Added: 0011185
2015-01-01 18:36 Torr Samaho Product Version 2.0-beta => 1.3
2016-12-14 22:46 Zalewa Note Added: 0016492
2016-12-14 22:46 Zalewa Status feedback => resolved
2016-12-14 22:46 Zalewa Fixed in Version => 3.0
2016-12-14 22:46 Zalewa Resolution open => fixed
2018-09-30 21:55 Blzut3 Status resolved => closed






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