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IDProjectCategoryView StatusDate SubmittedLast Update
0002682Zandronum[All Projects] Bugpublic2016-03-29 03:212024-03-01 20:53
ReporterDaWrecka 
Assigned To 
PrioritynormalSeverityminorReproducibilityalways
StatusnewResolutionopen 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version2.1 
Target VersionFixed in Version 
Summary0002682: Enemy set translucent never becomes opaque again, but only in netplay
DescriptionAn enemy called the Overlord in (among other mods) Project Brutality has a teleport ability in which it fades out, teleports, then fades back in. The actor SHOULD become transparent briefly, then return to full opacity. In singleplayer mode, this is exactly what happens. However, in coop netplay, the Overlord never fades back in, instead attacking while transparent. The player is forced to simply spam weapons at whereever projectiles are spawning from and hope for the best.
Steps To Reproduce1) Load the attached file in Zandronum in singleplayer, and load any map.
2) Open the console, and use the command Summon Overlord
2a) Optional: Use god mode; the Overlord is extremely powerful and will likely kill you in moments otherwise.
3) Hang back away from the Overlord and let it do its thing; it won't use the teleport from close range. It shouldn't take too long before it does its teleporting thing. It will fade out, move, (probably closer, perhaps behind the player) and fade back in.
4) Next, start any map, this time in coop mode. You must be connected to a server for this to work. Cheats should be enabled for convenience.
5) Summon the Overlord as before, and again hang back and observe. Its teleport should fade out as normal, but it will never fade back in, instead attacking while entirely invisible.
Additional InformationI've not been able to test with GZDoom coop, as I can't get GZDoom netplay to work. However, in GZDoom singleplayer it works as expected, like with Zandronum.
Multiplayer emulation with bots acts as singleplayer; only in actual network mode does the problem occur.
The PK3 will not load on version 2.1.2 of Zandronum; version 3.0-alpha or later is REQUIRED.

The DECORATE code for the Overlord has been uploaded to'http://pastebin.com/hW6fvVaS; [^]' The code for the teleport starts around line 240 of the paste. Unfortunately I'm not familiar-enough with ACS to know how to pare the code down to JUST the teleport.
Attached Files? file icon OverlordTest.pk3 [^] (1,021,574 bytes) 2016-03-29 03:21
txt file icon decorate.txt [^] (1,671 bytes) 2016-03-29 11:09 [Show Content]

- Relationships
child of 0002840assignedTorr Samaho A_Jump(256, ...) misprediction 

-  Notes
User avatar (0014615)
Edward-san (developer)
2016-03-29 11:07
edited on: 2016-03-29 11:32

The problem is not caused by the translucent code. I verified this by using this modified overlord decorate file, attached here.

If in the original overlord test pk3 the 'Teleport' state is reduced to 'goto See', the real problem is more clear and is caused by the actor being destroyed by the client when processing the 'Missile' state, which has this:


OVER D 0 A_Jump(256,"Missile1","Missile2","Missile3")


User avatar (0014616)
arkore (reporter)
2016-03-29 13:40

Off-topic:
While I'm here (viewing this Issue), I'll mention something about timefreeze.

Timefreeze can mess up an actor's state and throw the actor back into See state before the previous state completed. So, you may want to have A_SetTranslucent(1) and A_UnSetInvulnerable always running (placed as your first lines in See: state).
User avatar (0016361)
Torr Samaho (administrator)
2016-11-27 17:03

Yeah, 0002682:0014615 is correct.

    OVER D 0 A_Jump(256,"Missile1","Missile2","Missile3")
    stop

is the culprit. Our current jump handling can't cope with this. This is not 3.0 specific, it never worked online.

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- Issue History
Date Modified Username Field Change
2016-03-29 03:21 DaWrecka New Issue
2016-03-29 03:21 DaWrecka File Added: OverlordTest.pk3
2016-03-29 11:07 Edward-san Note Added: 0014615
2016-03-29 11:09 Edward-san File Added: decorate.txt
2016-03-29 11:13 Edward-san Note Edited: 0014615 View Revisions
2016-03-29 11:32 Edward-san Note Edited: 0014615 View Revisions
2016-03-29 11:32 Edward-san Note Edited: 0014615 View Revisions
2016-03-29 13:40 arkore Note Added: 0014616
2016-11-27 17:03 Torr Samaho Note Added: 0016361
2016-11-27 17:03 Torr Samaho Product Version 3.0-beta => 2.1
2024-03-01 20:53 Ru5tK1ng Relationship added child of 0002840






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