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IDProjectCategoryView StatusDate SubmittedLast Update
0002760Zandronum[All Projects] Bugpublic2016-06-17 13:482018-11-25 15:09
ReporterFilystea 
Assigned To 
PrioritynormalSeverityminorReproducibilityalways
StatusnewResolutionopen 
PlatformOSOS Version
Product Version 
Target VersionFixed in Version 
Summary0002760: Projectile trace
Description
Depending on speed of projectile. the traces (actor i spawn every tic) happens to show up BEFORE it or AFTER it. AND it does not happen on SINGLE player.

This been from a long time.

I can work around it depending on speed setting the trace spawn TNT1 A 4
But it will not fit than on single player.
Additional InformationLinux abba 3.16.0-4-amd64 #1 SMP Debian 3.16.7-ckt25-2 (2016-04-08) x86_64 GNU/Linux

zandronum : ZandroDev3.0-160519-2047linux-x86_64
Attached Files? file icon brokenTraceEx.pk3 [^] (6,339 bytes) 2016-07-10 14:36

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-  Notes
User avatar (0015125)
Torr Samaho (administrator)
2016-06-26 12:50

Please supply a minimal example wad.
User avatar (0015258)
Filystea (reporter)
2016-07-10 14:41

I have uploaded the file. It shows example on doomimpball. Simply let imp shoot you and you will see broken trace on it's ball.

The decorate code works fine in single player but breaks on multiplayer.

Note it works good (is hard to see) if projectile speed is small.

The higher the projectile speed is, the more trace spawns earlier before projectile reaches the destination - so it's like the flame goes before the ball.

Just check multiplayer and single player with the pk3 file I uploaded it's hard to not miss it. You can make even faster projectile to see bigger differances.



I will slowly update rest cases.
User avatar (0015515)
Torr Samaho (administrator)
2016-08-22 17:44

The example wad seems to work fine locally on my machine, I assume the problem only happens when there is some latency between client and sever.

Looking at the wad, I'd say the following is happening: Since ImpBallP1 is a missile, the client predicts the missile movement. Since the prediction is not perfect and the server spawns the trace actors, the trace actors appear at the correct position, which differs from the predicted position of the client and leads to the effects you observe. I don't see any feasible way to fix this in Zandronum, but it should be easy to fix the problem by adjusting the wad: Make the trace actor spawning client side. This should not only fix the position problems, but will also reduce the necessary net traffic.
User avatar (0015517)
Filystea (reporter)
2016-08-22 19:25
edited on: 2016-08-22 19:31

Hard to believe it should have such effect on ping ~ 40 +-20 ?

Since you answered -> forget about what I wrote in last post. ( I did not expect any respond so glad to hear some explanation ).

I will do this. I will in free time try to run it on very little ping and than run it on very bad ping and record differences. If there are none than your point is wrong. If they are different than you are right.

The client side resolution has sens at point when the trace it self does not do anything to environment (deal damage etc) so in my case 90% would be fine with this idea.

(the lag between trace and missile seemed for me always the same).

I still rarely play this game with my mates so I have my own point to have at least some features working.

User avatar (0015520)
Torr Samaho (administrator)
2016-08-23 06:35

You should be able to try whether the client side solution fixes the problem using A_SpawnItemEx with SXF_CLIENTSIDE instead of A_CustomMissile. If it does, it is also an indication that my theory about the cause of the problem is correct.

As a side note, 0000705 has some more information about the client's (mis)prediction of missiles.
User avatar (0020181)
Filystea (reporter)
2018-11-25 15:09

This is kind of solved - lock it.

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- Issue History
Date Modified Username Field Change
2016-06-17 13:48 Filystea New Issue
2016-06-26 12:50 Torr Samaho Note Added: 0015125
2016-06-26 12:50 Torr Samaho Status new => feedback
2016-07-10 14:36 Filystea File Added: brokenTraceEx.pk3
2016-07-10 14:41 Filystea Note Added: 0015258
2016-07-10 14:41 Filystea Status feedback => new
2016-08-22 17:44 Torr Samaho Note Added: 0015515
2016-08-22 19:25 Filystea Note Added: 0015517
2016-08-22 19:25 Filystea Note Edited: 0015517 View Revisions
2016-08-22 19:26 Filystea Note Edited: 0015517 View Revisions
2016-08-22 19:27 Filystea Note Edited: 0015517 View Revisions
2016-08-22 19:28 Filystea Note Edited: 0015517 View Revisions
2016-08-22 19:29 Filystea Note Edited: 0015517 View Revisions
2016-08-22 19:30 Filystea Note Edited: 0015517 View Revisions
2016-08-22 19:31 Filystea Note Edited: 0015517 View Revisions
2016-08-23 06:35 Torr Samaho Note Added: 0015520
2018-11-25 15:09 Filystea Note Added: 0020181






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