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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0002774 | Zandronum | [All Projects] Bug | public | 2016-07-08 21:59 | 2016-08-18 09:33 | ||||
Reporter | Ivan | ||||||||
Assigned To | |||||||||
Priority | high | Severity | minor | Reproducibility | sometimes | ||||
Status | closed | Resolution | no change required | ||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||
Product Version | 1.4 | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0002774: Player targets are inaccurate when in pain state | ||||||||
Description | When a player gets hurt, usually the person doing the damage is the target of the player. It is inconsistent in Zandronum however. To test, I made a tlms server and joined it twice. Screenshots below illustrate the results I got in order. First, they don't recognize, then they suddenly work. This messes up randomly so it's hard to reproduce. I believe this to be a very old bug though. The target is more often than not yourself however. | ||||||||
Additional Information | Screenshots -'http://imgur.com/a/Pavqu [^]' Explanation: Left one is the victim tid (guy getting shot), right one is the shooter (the target on my view) | ||||||||
Attached Files | ![]() ![]() | ||||||||
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ZzZombo (reporter) 2016-07-08 22:32 |
Is it a clientside script? Clients aren't notified about actors' targets, so any changes to that is accidental. |
Ivan (reporter) 2016-07-08 23:36 edited on: 2016-07-10 13:15 |
Not clientside at all. See the example wad. As an extra information, this works 100% of the time in a Death script, ie. the player knows the target _for sure_ when they die. |
Torr Samaho (administrator) 2016-07-10 13:56 |
Does this also happen offline? If so, are also other game modes affected? If so, is this any different in Zandronum 3.0 or in GZDoom 1.8.6? |
Ivan (reporter) 2016-07-10 14:35 edited on: 2016-07-10 14:55 |
The thing is I can't test this really offline because this seems to be a player only issue. What I can do is however create a testing monster with a specific TID and see if that TID shows up. I'll update this when I get results. EDIT: Results:'http://imgur.com/a/B6PRy [^]' Those with statusbar fully shown are from 3.0 Picture 1: A failure of target recognition on 3.0 countdown. Picture 2: Same from the other player shooting, this time not on countdown. Picture 3: Same as above. Picture 4: Same. Picture 5: Zandronum 2.1.2, fail after countdown. Picture 6 - 7 - 8: Offline Zandronum 2.1.2 tests. All failed. Picture 9: Countdown during 2.1.2. Picture 10: After countdown, somehow working. Picture 11 - 12: Same as above. Picture 13: Working during an active round with the monster this time. The rest are all from online games except the 3rd last one with the chaingunner. That was an offline game test working. Overall this is quite random in the way it happens however, after each party shoot each other a bit it seems to fix itself by itself. Don't know how that all works out. Gzdoom 1.8.6: Happens randomly as well, sometimes working sometimes not working. Offline. --'http://imgur.com/a/szImc [^]' |
Edward-san (developer) 2016-07-10 15:02 |
Quote Does it happen also in zdoom 2.8.1? |
Ivan (reporter) 2016-07-10 15:16 |
Confirmed to be happening:'http://imgur.com/a/jJyxZ [^]' -- On my third attempt it messed up. |
Edward-san (developer) 2016-07-10 15:38 |
Then try with zdoom latest devbuild here. |
Ivan (reporter) 2016-07-10 16:09 |
Oddly enough it's harder to reproduce but still is there. As I stated before, the target is fixed after me shooting the monster/player a few times. Screenshots:'http://imgur.com/a/uiHUH [^]' In one of the images you can observe that the target tid is shown to be 32768 at first but later messes up to become 1000 for some reason. Not sure why. |
Leonard (developer) 2016-07-10 16:39 edited on: 2016-07-10 17:11 |
If I understood correctly you're talking about the target pointer of an actor rather than who the player is aiming at yet you're using SetActivatorToTarget in your example wad. You have to consider this: Quote What you really want is SetActivator(0, APPTR_TARGET); On a side note, actors don't set their target pointer when hurt to the damager immediatly unless the +QUICKTORETALIATE flag is set. |
Ivan (reporter) 2016-07-10 17:19 |
With that change everything seems to work. How do I compile it under Zandronum though? The compiler doesn't accept a 2nd parameter for that function. I suppose it's missing in Zandronum. In which case I guess it'd make sense to ask for a backport of it in a different ticket. |
Edward-san (developer) 2016-07-10 21:52 |
Which version of acc are you using? That shouldn't happen. Also there's a typo: SetActivator(0, APPTR_TARGET) where it should be SetActivator(0, AAPTR_TARGET) . |
Ivan (reporter) 2016-07-10 22:24 |
I was using BCC provided by Positron (?) I think, not sure. It probably is very old but has quite nice features. I also corrected that typo on my end. |
Ivan (reporter) 2016-08-13 14:57 |
Verified that the method suggested by Leonard works (used an updated BCC version provided by Monsterovich). This can be closed until it's fixed in Zdoom I guess. (If ever) |
Edward-san (developer) 2016-08-18 09:33 |
IIUC there's nothing to fix, neither in zdoom. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
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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 |
2016-07-08 21:59 | Ivan | New Issue | |
2016-07-08 22:01 | Ivan | File Added: paintest.pk3 | |
2016-07-08 22:32 | ZzZombo | Note Added: 0015224 | |
2016-07-08 23:36 | Ivan | Note Added: 0015225 | |
2016-07-08 23:36 | Ivan | Note Edited: 0015225 | View Revisions |
2016-07-10 13:15 | Ivan | Note Edited: 0015225 | View Revisions |
2016-07-10 13:56 | Torr Samaho | Note Added: 0015254 | |
2016-07-10 14:35 | Ivan | Note Added: 0015257 | |
2016-07-10 14:52 | Ivan | Note Edited: 0015257 | View Revisions |
2016-07-10 14:53 | Ivan | File Added: paintestmons.pk3 | |
2016-07-10 14:55 | Ivan | Note Edited: 0015257 | View Revisions |
2016-07-10 15:02 | Edward-san | Note Added: 0015260 | |
2016-07-10 15:02 | Edward-san | Assigned To | => Edward-san |
2016-07-10 15:02 | Edward-san | Status | new => feedback |
2016-07-10 15:16 | Ivan | Note Added: 0015263 | |
2016-07-10 15:16 | Ivan | Status | feedback => assigned |
2016-07-10 15:38 | Edward-san | Note Added: 0015264 | |
2016-07-10 15:38 | Edward-san | Status | assigned => feedback |
2016-07-10 16:09 | Ivan | Note Added: 0015267 | |
2016-07-10 16:09 | Ivan | Status | feedback => assigned |
2016-07-10 16:39 | Leonard | Note Added: 0015271 | |
2016-07-10 17:11 | Leonard | Note Edited: 0015271 | View Revisions |
2016-07-10 17:19 | Ivan | Note Added: 0015272 | |
2016-07-10 21:52 | Edward-san | Note Added: 0015277 | |
2016-07-10 21:52 | Edward-san | Status | assigned => feedback |
2016-07-10 22:24 | Ivan | Note Added: 0015278 | |
2016-07-10 22:24 | Ivan | Status | feedback => assigned |
2016-08-13 14:57 | Ivan | Note Added: 0015442 | |
2016-08-18 09:33 | Edward-san | Note Added: 0015479 | |
2016-08-18 09:33 | Edward-san | Status | assigned => closed |
2016-08-18 09:33 | Edward-san | Assigned To | Edward-san => |
2016-08-18 09:33 | Edward-san | Resolution | open => no change required |
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