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IDProjectCategoryView StatusDate SubmittedLast Update
0001971Zandronum[All Projects] Bugpublic2014-10-25 08:432024-04-14 23:34
ReporterFrits 
Assigned ToTorr Samaho 
PrioritynormalSeveritymajorReproducibilityalways
StatusconfirmedResolutionopen 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version1.3 
Target VersionFixed in Version 
Summary0001971: Floors don't reset properly online for clients
DescriptionAfter trying to play hr2 map 31 i noticed how floor desynced on the client after i died and the map restarted. Reconnecting fixed the issue.



Steps To ReproduceStart a hr2final map 31, activate the lift, die on the lift, round restarts and the lift will be broken.

Or play the demo with

zandronum -playdemo Zandronum_25.10.2014_10.37.07.cld -file hr2final.wad hr2-final-fix.wad NewTextColours1_170.pk3 connectsound.wad

and jump to the relevant demo position with

demo_skiptics 2000


1. zandronum -iwad doom2.wad -file hr2_floor_test_02.wad -host
2. zandronum -iwad doom2.wad -file hr2_floor_test_02.wad -connect localhost +idmypos 1
3. Join the game.
4. Fire at the switch with the pistol. The floor will lower.
5. Press +use to reset the map.
6. Repeat step 4 and 5 until it breaks.
Attached Files? file icon Zandronum_25.10.2014_10.37.07.cld [^] (719,823 bytes) 2014-10-25 08:46
png file icon Screenshot_Doom_20141025_103441.png [^] (327,191 bytes) 2014-10-25 08:47
? file icon hr2_floor_test_02.wad [^] (72,112 bytes) 2015-08-11 15:26
png file icon Screenshot_Doom_20150811_171302.png [^] (88,241 bytes) 2015-08-11 15:30

- Relationships
related to 0002401confirmed Floor_Waggle doesn't reset floor to its proper position online 
related to 0000459confirmed "one/five minute warning" message always displayed for newly connected clients on certain maps 

-  Notes
User avatar (0010677)
Torr Samaho (administrator)
2014-10-25 08:45

Is this a new problem in 1.3 or did this also happen in earlier versions? And can you record a client demo that shows this issue?
User avatar (0010678)
Frits (reporter)
2014-10-25 08:47
edited on: 2014-10-25 09:10

you're faster then i can add a demo :). This didn't exist in 1.2.2

As you can see in the screenshot and demo, the floor looks like it's lowered on the client but on the server it's actually on the same level as i am standing.

EDIT: it's not happining all the time more like half of my attempts. And as far as i can tell when there are 2 players it can be possible that only player A sees it and vice versa.

User avatar (0010680)
Torr Samaho (administrator)
2014-10-25 11:31

Thanks for the demo!
Quote from Frits
This didn't exist in 1.2.2

In that case, can you check older 1.3 builds (see here and here) to narrow down when this crept in?
User avatar (0010685)
Frits (reporter)
2014-10-25 15:40
edited on: 2014-10-25 15:53

It's present in 1.3 140610-2242.

I wasn't able to run to demo in other versions of zandronum with Zcinema as this demo somehow failed to run on it.
I tried reproducing the bug in a local server but that unfortunately didn't work either.

User avatar (0010686)
Torr Samaho (administrator)
2014-10-25 16:07

Unfortunately, playing the demo is not sufficient to check whether a certain revision is affected by the bug. It needs to be checked with client and server using the revision in question.

Quote from Frits

I tried reproducing the bug in a local server but that unfortunately didn't work either.

Does this mean the problem only happens if you use a non-local server, regardless of the binary revision? In this case, can you check if you can reproduce the problem with a ping / packet loss emulator like Gamer's Proxy?
User avatar (0012019)
Frits (reporter)
2015-04-04 16:45
edited on: 2015-04-04 17:02

Sorry for the long delay in my reply Torr, as i am quite busy in real life.
I managed to reproduce this in 2.0 with HR2 MAP31 on a localhost server w/o using gamersproxy. However i cannot produce it when i'm offline or in multiplayer emulation mode.

A good way to reproduce this is to activate the lift, die while it's lowering and then jump off the edge so that when the survival countdown timer reaches 0 you're still mid-air(falling down towards the lift floor). I hope that makes sense to you ;)

User avatar (0013196)
unknownna (updater)
2015-08-10 14:27
edited on: 2015-08-10 14:44

I can confirm this. It seems to have something to do with ping spikes. It's very easy to reproduce the issue with these proxy settings when using Gamer's Proxy:

* The ping is combined at 40 ms.
* Ping spike chance is 75.00%.
* Max ping spike strength is 500.00%.

I managed to reproduce the issue in 98d and 1.0 as well.

User avatar (0013201)
Edward-san (developer)
2015-08-10 16:11

A reduced example wad would really help here.
User avatar (0013209)
Frits (reporter)
2015-08-11 11:25

That's so strange, I've played this map a million and one times in 98D and never noticed it. Maybe it just occurs more now?

@edward-san but everyone has hr2.wad :P (-map map31 -nomonsters)
User avatar (0013210)
unknownna (updater)
2015-08-11 13:36
edited on: 2015-08-11 15:45

Quote from Edward-san
A reduced example wad would really help here.

It doesn't seem to happen in hr2_floor_test_01.wad. It also doesn't happen when I copy-paste an empty shell of the map. It starts to happen once I copy-paste all the things as well. I'll try to narrow this down further.

It seems to be dependent on how many things there are present in the map. The more things there are present, the more likely it is to break.

It can also happen with a direct LAN connection to the server.

On a side note, the new example WAD causes the gameplay to lag/stutter considerably more offline when resetting the map once. The lag/stutter is very reminiscent of the RichEdit control lag issue. However, unlike the RichEdit lag issue, this lag goes away after a "map/changemap" map change and starts to lag again whenever you reset the map.

User avatar (0023312)
unknownna (updater)
2024-03-07 14:19

I figured out what makes this break.

If there's too many actors (1760+ things) on the map that have a minimum of 2 frames in their idle animation, for instance "BKEY AB 10", it glitches. It can be any thing that has a few frames of animation in its idle state. The more actors that animate, the worse it desyncs. The same amount of things that only have 1 frame of looping animation or have a -1 frame in their idle states don't cause the glitch.

This code causes the glitch:

Spawn:
        BKEY AB 10
        Loop


This code doesn't:

Spawn:
        BKEY A 10
        Loop


Why this makes floors break at map resets, I'm not sure. But maybe this information can help you narrow it down.

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- Issue History
Date Modified Username Field Change
2014-10-25 08:43 Frits New Issue
2014-10-25 08:45 Torr Samaho Note Added: 0010677
2014-10-25 08:46 Frits File Added: Zandronum_25.10.2014_10.37.07.cld
2014-10-25 08:47 Frits Note Added: 0010678
2014-10-25 08:47 Frits Note Edited: 0010678 View Revisions
2014-10-25 08:47 Frits File Added: Screenshot_Doom_20141025_103441.png
2014-10-25 08:49 Frits Note Edited: 0010678 View Revisions
2014-10-25 08:50 Frits Note Edited: 0010678 View Revisions
2014-10-25 09:10 Frits Note Edited: 0010678 View Revisions
2014-10-25 11:18 Torr Samaho Steps to Reproduce Updated View Revisions
2014-10-25 11:31 Torr Samaho Note Added: 0010680
2014-10-25 11:31 Torr Samaho Assigned To => Torr Samaho
2014-10-25 11:31 Torr Samaho Status new => assigned
2014-10-25 11:31 Torr Samaho Status assigned => feedback
2014-10-25 15:40 Frits Note Added: 0010685
2014-10-25 15:40 Frits Status feedback => assigned
2014-10-25 15:53 Frits Note Edited: 0010685 View Revisions
2014-10-25 16:07 Torr Samaho Note Added: 0010686
2015-04-04 16:45 Frits Note Added: 0012019
2015-04-04 16:50 Frits Note Edited: 0012019 View Revisions
2015-04-04 16:55 Frits Note Edited: 0012019 View Revisions
2015-04-04 17:02 Frits Note Edited: 0012019 View Revisions
2015-08-10 14:27 unknownna Note Added: 0013196
2015-08-10 14:27 unknownna Status assigned => confirmed
2015-08-10 14:43 unknownna Note Edited: 0013196 View Revisions
2015-08-10 14:44 unknownna Note Edited: 0013196 View Revisions
2015-08-10 16:11 Edward-san Note Added: 0013201
2015-08-10 16:11 Edward-san Status confirmed => feedback
2015-08-11 11:25 Frits Note Added: 0013209
2015-08-11 11:25 Frits Status feedback => assigned
2015-08-11 13:36 unknownna Note Added: 0013210
2015-08-11 14:30 unknownna Note Edited: 0013210 View Revisions
2015-08-11 14:39 unknownna Note Edited: 0013210 View Revisions
2015-08-11 15:25 unknownna Steps to Reproduce Updated View Revisions
2015-08-11 15:26 unknownna File Added: hr2_floor_test_02.wad
2015-08-11 15:26 unknownna Status assigned => confirmed
2015-08-11 15:30 unknownna File Added: Screenshot_Doom_20150811_171302.png
2015-08-11 15:41 unknownna Note Edited: 0013210 View Revisions
2015-08-11 15:45 unknownna Note Edited: 0013210 View Revisions
2015-08-12 15:46 unknownna Relationship added related to 0002401
2024-03-07 14:19 unknownna Note Added: 0023312
2024-04-14 23:34 unknownna Relationship added related to 0000459






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