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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0003585 | Zandronum | [All Projects] Suggestion | public | 2018-12-18 21:15 | 2018-12-19 02:58 | ||||
Reporter | Filystea | ||||||||
Assigned To | |||||||||
Priority | low | Severity | trivial | Reproducibility | have not tried | ||||
Status | resolved | Resolution | no change required | ||||||
Platform | OS | OS Version | |||||||
Product Version | |||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0003585: states entering | ||||||||
Description | Seems even if state is not entered becuase of jump random picks not to enter. It still will play some frames that are soawned ON CLIENT SIDE, by A_SpawnItemEx Not a huge bug but bug. | ||||||||
Steps To Reproduce | One day ill try to make example wad. | ||||||||
Attached Files | |||||||||
Notes | |
(0020270) Blzut3 (administrator) 2018-12-19 02:58 |
This is called client side prediction necessary in an asynchronous game. If you don't want it you can use a duration of -1 on your A_Jump state (since the action function executes on state transition the duration of a state with a guaranteed jump doesn't matter). Or you can use GZDoom multiplayer which is synchronous. Obviously a client can't predict what the server RNG will return so Zandronum's behavior is to assume the jump is not taken (i.e. go on to the next state) until it gets feedback from the server. |
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. |
Issue History | |||
Date Modified | Username | Field | Change |
2018-12-18 21:15 | Filystea | New Issue | |
2018-12-19 02:58 | Blzut3 | Note Added: 0020270 | |
2018-12-19 02:58 | Blzut3 | Status | new => resolved |
2018-12-19 02:58 | Blzut3 | Resolution | open => no change required |
2018-12-19 02:58 | Blzut3 | Assigned To | => Blzut3 |
2018-12-19 02:58 | Blzut3 | Assigned To | Blzut3 => |
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