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IDProjectCategoryView StatusDate SubmittedLast Update
0002294Zandronum[All Projects] Bugpublic2015-06-08 20:462024-06-25 23:01
Assigned To 
PlatformOSOS Version
Product Version2.0 
Target VersionFixed in Version3.1 
Summary0002294: Very evident misprediction of movement on raising floors in general
DescriptionI've noticed this issue for a while now and it seems that the client greatly mispredicts its movement if stepping up to a raising floor online.

In particular, this misprediction seems to occur when the player moves from a lower floor to a raising floor that is higher.

It seems to correct itself if you press +jump.
Steps To Reproduce1. zandronum -file stairs_02.wad -host
2. Connect a client to the server with an emulated ping of 200.
3. Join the game.
4. Move to the floor in front of you and move in a circular pattern with +forward, +back, +moveleft and +moveright.
Additional InformationIt's very evident even with only 145 ping, which IMO is a relatively normal ping. And I always notice this issue when playing online on regular servers.

It started to break in 1.1-alpha-r121014-1138M.

Attached Files? file icon stairs_02.wad [^] (3,168 bytes) 2015-06-08 20:46

- Relationships
related to 0002035closed Less evident player desync on a gap between raising floors 
related to 0001682confirmed Floor_Waggle produces jittery lag online. 
related to 0002293closedEdward-san Clients build stairs without any delay between steps causing unnecessary prediction issues online 
related to 0001079closedTorr Samaho Client greatly mispredicts its z position if pushed over a ledge by something else 
has duplicate 0002165closed Screen shaking w/ moving floors online 
related to 0002401confirmed Floor_Waggle doesn't reset floor to its proper position online 
related to 0001131feedback Client mispredicts its movement if moving on floors/slopes with negative height values 

-  Notes
User avatar (0012631)
Frits (reporter)
2015-06-10 12:01

related' [^]'
it's been a while but iirc it's the same for lowering floors too? (not sure)
User avatar (0012633)
unknownna (updater)
2015-06-10 12:42
edited on: 2015-06-10 13:09

Yeah, it's pretty much the same issue. And no, it's not quite the same for lowering floors (though it'll still mispredict if you jump). The jitter is very evident with rising floors in general.

It doesn't jitter on rising floors if you stand on them when they start to move (though you can still make it mispredict by running on the ledges or by jumping), but if you move to them from a floor that is lower in height, the jitter will appear.

User avatar (0012636)
Leonard (developer)
2015-06-10 14:18

User avatar (0012641)
unknownna (updater)
2015-06-10 19:47
edited on: 2015-06-10 21:32

I'd say that they're kind of related without being the same issue.

Quote from Torr Samaho
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.

The difference between Floor_Waggle and this issue is that the rising floors never change direction here.

User avatar (0012666)
unknownna (updater)
2015-06-12 21:23

This worked fine in 1.0 and started to break in 1.1 so it's another regression.
User avatar (0012851)
unknownna (updater)
2015-07-10 22:11

It started to break in 1.1-alpha-r121014-1138M.

' [^]'
' [^]'
User avatar (0023309)
unknownna (updater)
2024-03-07 10:57

I can't reproduce this anymore in 3.1. The client quickly corrects itself now. It muse have been fixed by something else.
User avatar (0023768)
unknownna (updater)
2024-06-25 23:00
edited on: 2024-06-25 23:01

After testing some other wads, I noticed this issue still happens.
But there's a difference in 3.1 and beyond: If you get a certain tick sync it doesn't glitch up. And strangely enough it doesn't glitch when you get what I would consider a "bad" tick sync with lots of jitter. Getting a clean tick sync causes it to break.

And another observation is that playing with cl_capfps 0 might cause the client to correct itself, whereas with capped FPS it breaks completely until the floor has risen fully.

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Supporters: Leonard unknownna
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- Issue History
Date Modified Username Field Change
2015-06-08 20:46 unknownna New Issue
2015-06-08 20:46 unknownna File Added: stairs_02.wad
2015-06-08 20:46 unknownna Status new => confirmed
2015-06-08 20:47 unknownna Relationship added related to 0002035
2015-06-10 12:01 Frits Note Added: 0012631
2015-06-10 12:42 unknownna Note Added: 0012633
2015-06-10 12:45 unknownna Note Edited: 0012633 View Revisions
2015-06-10 12:45 unknownna Relationship added has duplicate 0002165
2015-06-10 13:08 unknownna Note Edited: 0012633 View Revisions
2015-06-10 13:09 unknownna Note Edited: 0012633 View Revisions
2015-06-10 14:18 Leonard Note Added: 0012636
2015-06-10 19:47 unknownna Note Added: 0012641
2015-06-10 19:47 unknownna Relationship added related to 0001682
2015-06-10 19:48 unknownna Relationship added related to 0002293
2015-06-10 21:32 unknownna Note Edited: 0012641 View Revisions
2015-06-12 21:23 unknownna Note Added: 0012666
2015-07-10 22:11 unknownna Note Added: 0012851
2015-07-10 22:11 unknownna Relationship added related to 0001079
2015-07-10 22:14 unknownna Additional Information Updated View Revisions
2015-07-10 22:25 unknownna Additional Information Updated View Revisions
2015-08-12 15:46 unknownna Relationship added related to 0002401
2018-08-23 05:09 unknownna Relationship added related to 0001131
2024-03-07 10:57 unknownna Note Added: 0023309
2024-03-07 10:57 unknownna Status confirmed => closed
2024-03-07 10:57 unknownna Resolution open => fixed
2024-03-07 10:57 unknownna Fixed in Version => 3.1
2024-06-25 23:00 unknownna Note Added: 0023768
2024-06-25 23:00 unknownna Status closed => feedback
2024-06-25 23:00 unknownna Resolution fixed => reopened
2024-06-25 23:01 unknownna Note Edited: 0023768 View Revisions

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