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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0001828 | Zandronum | [All Projects] Bug | public | 2014-06-10 03:01 | 2018-09-30 21:55 | ||||
Reporter | Watermelon | ||||||||
Assigned To | Torr Samaho | ||||||||
Priority | normal | Severity | major | Reproducibility | always | ||||
Status | closed | Resolution | fixed | ||||||
Platform | OS | OS Version | |||||||
Product Version | 1.3 | ||||||||
Target Version | Fixed in Version | 3.0 | |||||||
Summary | 0001828: Actor Z desync with height (on the ground when sprite is drawn at the top of the ledge) | ||||||||
Description | If 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 | ||||||
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Notes | |
(0011148) Torr Samaho (administrator) 2014-12-31 11:20 |
Does this still happen in 1.3? I made some z position fixes in there. |
(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. |
(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? |
(0016492) Zalewa (developer) 2016-12-14 22:46 |
Fixed by this commit: 'https://bitbucket.org/Torr_Samaho/zandronum/commits/0e94c4d68a1fdd0f4859f2a7952ef4688e00c32a [^]' |
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. |
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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