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IDProjectCategoryView StatusDate SubmittedLast Update
0002955Zandronum[All Projects] Bugpublic2016-12-10 07:142024-03-01 16:36
ReporterCherepoc 
Assigned To 
PrioritynormalSeveritymajorReproducibilityalways
StatusfeedbackResolutionopen 
PlatformOSWindowsOS Version8.1
Product Version3.0-beta 
Target Version3.1Fixed in Version 
Summary0002955: Run For It! does not work properly online in 161030-2038 build.
DescriptionRun For It! mod works properly offline in 161030-2038 build, but does not work well online. Running items become invisible and does not produce any sounds, but you still can pick them up. After enemy projectile transforms into running one, it's physical body just stays where it was, even blocks your movements, but there's also invisible one that can damage you.
Thanks!
Steps To ReproduceJust start an online game with runforit.pk3. Pickups are everywhere, so are the enemies with projectiles, so you won't miss that.
Attached Files? file icon runforit.pk3 [^] (4,450,188 bytes) 2016-12-10 07:14

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

-  Notes
User avatar (0016468)
Torr Samaho (administrator)
2016-12-11 17:22

Can somebody reduce this to a minimal example wad?
User avatar (0016469)
Edward-san (developer)
2016-12-11 21:10

I think we should first fix ticket 0002832, then check it again, because the mod contains jump calls.
User avatar (0016470)
Torr Samaho (administrator)
2016-12-11 21:11

You could just have a quick look with an older 3.0 build that still has the old state jump handling to confirm whether or not this is the problem.
User avatar (0017012)
Torr Samaho (administrator)
2017-03-19 11:47

Did anybody have a look with an older 3.0 build to check whether it has to do with 0002832? If it doesn't, can somebody provide the minimal example wad I asked for?
User avatar (0017030)
WaTaKiD (updater)
2017-03-19 22:07
edited on: 2017-03-19 22:29

initial tests have shown that it broke somewhere between ZandroDev3.0-160510-1827windows (changeset: 5ccc442) and ZandroDev3.0-160519-2047windows (changeset: b7cc4d7)

my first guess would be 'https://bitbucket.org/Torr_Samaho/zandronum/commits/43f301ded97ab7bc8e7581b0211d91f3da6414ce [^]' which is for 'https://zandronum.com/tracker/view.php?id=2338 [^]'

but when i finish bisecting ill know for sure

EDIT: yes, 43f301d is the culprit

User avatar (0017059)
Torr Samaho (administrator)
2017-03-25 17:52

Quote from WaTaKiD
EDIT: yes, 43f301d is the culprit

Yeah, you are right. This was one of the occasions where the client side prediction of A_jump that was reverted in 43f301d helped. There are a lot of constructions like

            "####" "#" 0 A_Jump(256, "SeeNoClearTarget")
            stop

that will make client destroy the actor, leading so sync errors the server can't correct anymore. So our jump handling is simply not able to handle Run For It!. It should work better if the experimental jump handling from 0002840 is also applied to all actors, not only psprites.
User avatar (0017860)
Ru5tK1ng (updater)
2017-06-21 02:37

This possibly won't be resolved until the new A_Jump handling is put in. Marking this for 3.1.

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- Issue History
Date Modified Username Field Change
2016-12-10 07:14 Cherepoc New Issue
2016-12-10 07:14 Cherepoc File Added: runforit.pk3
2016-12-11 17:22 Torr Samaho Note Added: 0016468
2016-12-11 17:22 Torr Samaho Status new => feedback
2016-12-11 21:10 Edward-san Note Added: 0016469
2016-12-11 21:11 Torr Samaho Note Added: 0016470
2016-12-24 22:41 Dusk Target Version => 3.0
2017-03-19 11:47 Torr Samaho Note Added: 0017012
2017-03-19 22:07 WaTaKiD Note Added: 0017030
2017-03-19 22:07 WaTaKiD Note Edited: 0017030 View Revisions
2017-03-19 22:29 WaTaKiD Note Edited: 0017030 View Revisions
2017-03-25 17:52 Torr Samaho Note Added: 0017059
2017-06-21 02:37 Ru5tK1ng Note Added: 0017860
2017-06-21 02:37 Ru5tK1ng Target Version 3.0 => 3.1
2024-03-01 16:36 Ru5tK1ng Relationship added child of 0002840






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