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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0000359 | Zandronum | [All Projects] Bug | public | 2011-03-31 03:26 | 2018-09-30 19:51 | ||||
Reporter | XutaWoo | ||||||||
Assigned To | Torr Samaho | ||||||||
Priority | normal | Severity | major | Reproducibility | always | ||||
Status | closed | Resolution | fixed | ||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||
Product Version | 98d | ||||||||
Target Version | Fixed in Version | 1.0 | |||||||
Summary | 0000359: A_ClearActorInventory doesn't work online. | ||||||||
Description | It seems, with or without an actual tid (i.e. non-zero) A_ClearActorInventory...doesn't. Online, anyway. Offline, it works perfectly fine. | ||||||||
Steps To Reproduce | 1. Load up the wad attached. 2. Wait for the timer to run out while in a match with atleast two people. Online, they should keep their weapon while gaining a new one, while offline the proper behavior of losing the last weapon will occur. 3. If you don't like waiting, set ss_roundtime to something lower, like 10. | ||||||||
Attached Files | sharpshooterv1.zip [^] (2,645 bytes) 2011-03-31 03:26 | ||||||||
Notes | |
(0001244) Torr Samaho (administrator) 2011-04-01 00:16 |
Just to clarify: I think there is no A_ClearActorInventory code pointer and assume that you are referring to the ACS function ClearActorInventory, right? |
(0001247) unknownna (updater) 2011-04-01 02:51 |
Indeed, it seems that ClearActorInventory doesn't work (on players) online. |
(0001257) XutaWoo (reporter) 2011-04-03 01:03 |
Erk, yeah, sorry. I have a bad habit of doing that. |
(0001279) Torr Samaho (administrator) 2011-04-03 21:10 |
Should be fixed now. This was a ZDoom bug (fixed in ZDoom revision 2239) and it was a pure coincidence that it work offline at all. |
(0001280) Torr Samaho (administrator) 2011-04-03 21:58 |
This contains the backported ZDoom fix. |
(0001281) unknownna (updater) 2011-04-03 22:11 |
It works now. |
(0001282) unknownna (updater) 2011-04-03 22:26 |
I forgot to mention that a desync occurs online when you're given a weapon while not carrying one already. It desyncs when you hold +attack. The Select state is ignored locally. |
(0013371) Dusk (developer) 2015-09-01 20:33 |
That is a separate issue which should go into a new ticket (if it still happens in 3.0, that is) |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
|
Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
Issue History | |||
Date Modified | Username | Field | Change |
2011-03-31 03:26 | XutaWoo | New Issue | |
2011-03-31 03:26 | XutaWoo | File Added: sharpshooterv1.zip | |
2011-03-31 17:51 | unknownna | Status | new => confirmed |
2011-04-01 00:16 | Torr Samaho | Note Added: 0001244 | |
2011-04-01 02:51 | unknownna | Note Added: 0001247 | |
2011-04-03 01:03 | XutaWoo | Note Added: 0001257 | |
2011-04-03 21:10 | Torr Samaho | Note Added: 0001279 | |
2011-04-03 21:58 | Torr Samaho | Note Added: 0001280 | |
2011-04-03 22:01 | Torr Samaho | Assigned To | => Torr Samaho |
2011-04-03 22:01 | Torr Samaho | Status | confirmed => feedback |
2011-04-03 22:11 | unknownna | Note Added: 0001281 | |
2011-04-03 22:11 | unknownna | Status | feedback => resolved |
2011-04-03 22:11 | unknownna | Fixed in Version | => 1.0 |
2011-04-03 22:11 | unknownna | Resolution | open => fixed |
2011-04-03 22:26 | unknownna | Note Added: 0001282 | |
2011-04-03 22:26 | unknownna | Status | resolved => feedback |
2011-04-03 22:26 | unknownna | Resolution | fixed => reopened |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
2015-09-01 20:33 | Dusk | Note Added: 0013371 | |
2015-09-01 20:33 | Dusk | Status | feedback => resolved |
2015-09-01 20:33 | Dusk | Resolution | reopened => fixed |
2018-09-30 19:51 | Blzut3 | Status | resolved => closed |
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