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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0003492||Zandronum||[All Projects] Bug||public||2018-09-12 12:54||2019-04-07 20:07|
|Target Version||3.1||Fixed in Version|
|Summary||0003492: Client fires weapon even earlier than before when respawning in 3.1|
|Description||After 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 Reproduce||player_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.
|Please check with the build from 0003470:0020476 .|
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|Supporters:||No one explicitly supports this issue yet.|
|Opponents:||No one explicitly opposes this issue yet.|
|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|
|2019-02-17 20:59||Torr Samaho||Target Version||=> 3.1|
|2019-04-07 20:07||Edward-san||Note Added: 0020479|
|2019-04-07 20:07||Edward-san||Status||new => feedback|
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