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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0002381 | Zandronum | [All Projects] Bug | public | 2015-08-09 10:23 | 2015-08-09 10:24 | ||||||||
Reporter | unknownna | ||||||||||||
Assigned To | |||||||||||||
Priority | high | Severity | minor | Reproducibility | always | ||||||||
Status | confirmed | Resolution | open | ||||||||||
Platform | OS | OS Version | |||||||||||
Product Version | 2.1 | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0002381: Thing desync after map changes in hubs: Clients think that dead actors are SOLID and/or they don't know of DeathHeight | ||||||||||||
Description | Clients will not know that certain actors are supposed to be passable after map changes in hubs. This means that a client will greatly mispredict its position when attempting to pass through the actors. | ||||||||||||
Steps To Reproduce | 1. zandronum -iwad doom2.wad -file hub_thing.wad -host 2. Connect a client to the server with an emulated ping of 140. 3. Join the game. 4. Fire at the actors so that they enter their death states. 5. Push the switch to exit the current map. 6. Push the switch to return to the former map. 7. Walk through the dead actors. Notice how choppy the movement is. | ||||||||||||
Additional Information | You're very likely to notice this issue when playing Hexen online. It also desyncs for newly connected clients. | ||||||||||||
Attached Files | ![]() | ||||||||||||
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Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
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Date Modified | Username | Field | Change |
2015-08-09 10:23 | unknownna | New Issue | |
2015-08-09 10:23 | unknownna | File Added: hub_thing.wad | |
2015-08-09 10:23 | unknownna | Status | new => confirmed |
2015-08-09 10:24 | unknownna | Relationship added | related to 0001162 |
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