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IDProjectCategoryView StatusDate SubmittedLast Update
0003492Zandronum[All Projects] Bugpublic2018-09-12 12:542018-09-12 14:52
Reporterunknownna 
Assigned To 
PriorityurgentSeveritymajorReproducibilityalways
StatusnewResolutionopen 
PlatformOSOS Version
Product Version3.1-beta 
Target VersionFixed in Version 
Summary0003492: Client fires weapon even earlier than before when respawning in 3.1
DescriptionAfter double checking the "client fires weapon too early when respawning" issue between 3.0 and 3.1, it turns out that this is actually a regression in 3.1 where the client fires the weapon even earlier than before, leading to puffs being off and projectiles even disappearing quicker than before.
Steps To Reproduceplayer_sprite_desync_test_02.wad

1. zandronum -host -iwad doom2.wad -file player_sprite_desync_test_02.wad +deathmatch 1 +sv_weaponstay 1 +sv_cheats 1
2. Connect a client to the server with an emulated ping of 160.
3. Join the game.
4a. Copy-paste "kill;wait 30;+use;+forward;wait 25;god;+attack;-forward;wait 110;-use;-forward;-attack" into the console. Rockets won't come out when they should and ammo is wasted.
If that doesn't work, do step 4b instead.
4b. Copy-paste "kill;wait 30;+use;+forward;wait 49;god;+attack;-forward;wait 110;-use;-forward;-attack" into the console. Rockets will come out, but no animation will be displayed or ammo used.
5. Spectate and re-enter the binds that work to reproduce the desync every time.
Attached Files

- Relationships
related to 0001116new Client fires weapon too early after respawning 

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- Issue History
Date Modified Username Field Change
2018-09-12 12:54 unknownna New Issue
2018-09-12 12:55 unknownna Steps to Reproduce Updated View Revisions
2018-09-12 12:56 unknownna Relationship added related to 0001116
2018-09-12 14:52 Edward-san Product Version 3.0 => 3.1-beta






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