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IDProjectCategoryView StatusDate SubmittedLast Update
0003787Zandronum[All Projects] Bugpublic2020-05-05 23:182020-06-03 01:12
Assigned To 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version3.1-beta 
Target VersionFixed in Version 
Summary0003787: Delays in certain player actions online (delay in weapon firing, opening doors, pressing switches)
DescriptionPlayers have reported in some delays in some player actions when playing with the 3.1 alpha build.

These actions include (but possibly more):
- Opening doors (the door opens 300ms later after pressing the use key)
- Delay in firing weapons
- Delay in switch activation once a switch is pressed
- Slight delay in jumps

It seems to occur at random and players will have different symptoms. For example Zakken who originally reported the issue at [^] has advised that he is getting delays on any kind of player action. This also happens on a LAN server for him where he gets 0 ping

As for me, I seem to get only a delay when firing the plasma rifle while playing online. It will take atleast a second to fire it.
Steps To ReproduceHard to reproduce as some players will get this, others will get mild symptoms and others wont get this at all.
Additional InformationEdward-San advised its possible that CPU usage could be spiking up causing these delays. I will be monitoring TSPG's CPU usage for a bit to see if there is any issues with this.
Attached Filespng file icon marc_qcdetestwads.png [^] (17,567 bytes) 2020-05-24 17:33

- Relationships

-  Notes
User avatar (0021324)
EnsaladaDeTomate (reporter)
2020-05-07 00:48
edited on: 2020-05-07 00:50

Can confirm that this happens at random. IDK if this is related to this issue, but I remember playing normally on a server, then after pressing the jump button, i was stuck in mid-air with the "connection interrupted" message, i couldnt move or do anything but chat normally (such thing lasted for a minute or more, cant remember correctly)

User avatar (0021326)
lordtestes (reporter)
2020-05-07 17:22

When hosting a server through TSPG and selecting the Zandronum 3.1 build, I noticed some performance issues as well. This came in the form of delayed actions and lack of smoothness, which didn't happen to me in Zandronum 3.0. I noticed upon hosting a server that I wasn't able to join at first, and was required to have Brutal Doom. I'm not sure if Zandronum 3.1 uses Brutal Doom as a resource or not, but I know that it causes excessive load through servers/personal computers. I hope this helps!
User avatar (0021329)
Edward-san (developer)
2020-05-07 22:29

If you can reproduce this consistently on a local LAN server, the only thing I can suggest is to build and bisect the changes between 3.0 and 3.1 and see which change regressed.
User avatar (0021332)
Edward-san (developer)
2020-05-10 19:50

Just to be sure: these problems didn't happen in previous betas, like in [^] , did they?
User avatar (0021333)
EnsaladaDeTomate (reporter)
2020-05-10 22:32

I played a lot 180901-1533 and it didnt had such issues
User avatar (0021334)
Torr Samaho (administrator)
2020-05-11 06:16

Quote from Edward-san

the only thing I can suggest is to build and bisect the changes between 3.0 and 3.1 and see which change regressed.

One thing to keep in mind is that some servers don't run "true" 3.0, but 3.0 with some backports from 3.1. So when comparing the behavior of 3.0 to 3.1, make sure to use a "true" 3.0 for testing.
User avatar (0021336)
Cyber (reporter)
2020-05-13 04:24

Tested in JMX server using 3.1 Follow the steps below and this should reproduce the delay bug.
During this test I was in OpenGL.

Start in windowed mode. Let the game load in on a server.
Join game, then alt enter into Fullscreen mode.
At this point your shots should be more delayed than normal. I've tested it the reverse way and I've had something similar except I'd have "connection interrupted", and yet my messages would show to the other players with no problems.
User avatar (0021343)
Marcaek (reporter)
2020-05-24 17:35 [^] [^] [^]

A pair of QC:DE games using 3.1-alpha-r200501-1847 with reported delays.
User avatar (0021344)
Torr Samaho (administrator)
2020-05-24 19:30

Can you check if setting "sv_useticbuffer 0" on the server fixes the issues?
User avatar (0021348)
Cutman (reporter)
2020-06-03 01:12

I definitely am noticing some big difference in delays between versions. I don't have any vanilla Doom footage yet unfortunately (hard to notice on my end) but one of the 8BDM players came up with this gif using the same map and conditions on TSPG (vanilla 8bdm): [^]

Setting "sv_useticbuffer 0" DID fix the issue for this person, on both a TSPG server and a server of their own.

Issue Community Support
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Supporters: Soul EnsaladaDeTomate Cutman
Opponents: No one explicitly opposes this issue yet.

- Issue History
Date Modified Username Field Change
2020-05-05 23:18 mifu New Issue
2020-05-07 00:48 EnsaladaDeTomate Note Added: 0021324
2020-05-07 00:50 EnsaladaDeTomate Note Edited: 0021324 View Revisions
2020-05-07 17:22 lordtestes Note Added: 0021326
2020-05-07 22:29 Edward-san Note Added: 0021329
2020-05-10 19:50 Edward-san Note Added: 0021332
2020-05-10 19:50 Edward-san Status new => feedback
2020-05-10 22:32 EnsaladaDeTomate Note Added: 0021333
2020-05-11 06:16 Torr Samaho Note Added: 0021334
2020-05-13 04:24 Cyber Note Added: 0021336
2020-05-24 17:33 Marcaek File Added: marc_qcdetestwads.png
2020-05-24 17:35 Marcaek Note Added: 0021343
2020-05-24 19:30 Torr Samaho Note Added: 0021344
2020-06-03 01:12 Cutman Note Added: 0021348

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