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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0002349 | Zandronum | [All Projects] Bug | public | 2015-07-14 23:02 | 2015-07-21 17:06 | ||||||||
Reporter | John Zombie | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | minor | Reproducibility | N/A | ||||||||
Status | new | Resolution | open | ||||||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||||||
Product Version | 2.1 | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0002349: "Connection interrupted!" message with everyone else still moving | ||||||||||||
Description | In the middle of a public ctf game the "Connection interrupted" message appeared, nothing strange so far since my connection is far from being good and grandvoid isn't that great either. The problem is that i stayed in a "frozen" status with everyone else around still moving, then the game resumed to normal status like 10-15 seconds later. Is this related to packet loss or it's just a bug that shouldn't happen no matter what? | ||||||||||||
Steps To Reproduce | -view this demo:'http://www.speedyshare.com/2wryC/2015.07.14-23.35.58-doom2.idl2014a.zip [^]' -skip to map32, about 3 minutes from the beginning | ||||||||||||
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Dusk (developer) 2015-07-14 23:17 |
Sounds like a connection issue. Your movement commands simply aren't reaching the server. The client is unable to send packets but is able to receive them so the others are still moving. |
Watermelon (developer) 2015-07-15 00:59 edited on: 2015-07-15 01:00 |
I've been getting this since Zan 1.0, it never happened in Skulltag 98d or earlier (to me at least). I'm not exactly sure what causes it, but it does suck when it happens in competitive games. I've always wondered if this is due to something in zandronum, or something in windows. I never had this is in all the years I played skulltag, it only started in Zan 1.0. I've always been curious on why sending fails, though it's frequency of occuring is low. |
ZzZombo (reporter) 2015-07-16 05:39 |
It's been here since at least 98d. Watermelon, can you "fix" that by spectating-rejoining? If you can, it's no different from an issue I've seen myself. |
shoofly (reporter) 2015-07-19 19:18 edited on: 2015-07-19 19:24 |
Just starting today, I'm getting the same issue. On GVH I noticed only a select amount of people kept getting this "connection interrupted" glitch where you would be stuck, unable to move and in the middle of combat. I thought it was just a glitch with the mod, so I moved on to a server with survival (complex doom) since I know that is more stable. Went into a server and got the same issue, yet I noticed that I wasn't the only one getting the issue. People seemed to be either having this issue occurring constantly EXACTLY the same time I always did, or not at all. This would result in getting mobbed by whatever enemy was near you at the time while you are defenseless to it's lustful intentions. I'm not sure what is causing this issue, we all talked and the people who said they were having the issue seemed to be all from the US (then again, that could of just been a coincidence) but yeah, it's really annoying and would be awesome if it was looked into. Specs are: Win10 x64 (basically 7/8.1) OpenGL mode @ 1080p Connecting from US Running version 2.1 of Zandronum |
WaTaKiD (updater) 2015-07-19 19:28 edited on: 2015-07-19 19:28 |
shoofly: if this started happening to u just today on bestever servers, then this particular case is a bestever issue, not zandro: 2015-07-19 12:11:50 <Jenova_> if you're talking about BE 2015-07-19 12:11:53 <Jenova_> theres some routing issues going on atm 2015-07-19 12:12:03 <Jenova_> so some people are getting bad lag every minute or so |
__Lagger__ (reporter) 2015-07-21 17:04 edited on: 2015-07-21 17:06 |
Oh I get connection interrupted all the time and I'm pretty sure it's my wireless connection missing some packets from time to time. I believe this has everything to do with mandatory/reliable packets and those disposable packets being sent for stuff like player movement. It's very obvious in coop games where you get a connection interrupted message and all monsters freeze while your buddies walk around like everything is fine. I assume that at this point my client awaits a few packets containing that mandatory data for monsters to move on. When the lag is gone, monsters usually do move on at lightning speed for 1 sec to catch up with everything that has happened (not that I would really care, just the result would have been fine for me). It's a bit silly that players keep on moving while all monsters freeze. Or is this a whole other network issue than described by John Zombie? |
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Supporters: | Combinebobnt shoofly |
Opponents: | No one explicitly opposes this issue yet. |
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Date Modified | Username | Field | Change |
2015-07-14 23:02 | John Zombie | New Issue | |
2015-07-14 23:17 | Dusk | Note Added: 0012941 | |
2015-07-15 00:59 | Watermelon | Note Added: 0012942 | |
2015-07-15 01:00 | Watermelon | Note Edited: 0012942 | View Revisions |
2015-07-15 02:17 | unknownna | Relationship added | duplicate of 0001448 |
2015-07-16 05:39 | ZzZombo | Note Added: 0012952 | |
2015-07-19 19:18 | shoofly | Note Added: 0012973 | |
2015-07-19 19:24 | shoofly | Note Edited: 0012973 | View Revisions |
2015-07-19 19:24 | shoofly | Note Edited: 0012973 | View Revisions |
2015-07-19 19:28 | WaTaKiD | Note Added: 0012974 | |
2015-07-19 19:28 | WaTaKiD | Note Edited: 0012974 | View Revisions |
2015-07-21 17:04 | __Lagger__ | Note Added: 0012987 | |
2015-07-21 17:06 | __Lagger__ | Note Edited: 0012987 | View Revisions |
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