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IDProjectCategoryView StatusDate SubmittedLast Update
0000408Zandronum[All Projects] Bugpublic2011-04-26 02:442017-06-04 20:25
Reporterunknownna 
Assigned ToTorr Samaho 
PrioritynormalSeveritymajorReproducibilityalways
StatusfeedbackResolutionopen 
PlatformOSOS Version
Product Version98d 
Target VersionFixed in Version 
Summary0000408: Thing Z-height misprediction online
DescriptionAttached screenshot. The linedef acts as the catalyst here. If you flip it, it will not desync online.
Steps To Reproduceskulltag -file thingz_spawnrespawn_08.wad -host +sv_weaponstay 0 +sv_itemrespawn 1 +sv_monsterrespawn 1 +sv_barrelrespawn 1 +alwaysapplydmflags 1
Additional InformationSpecial thanks to EmZee712 for reporting this issue.
Attached Filespng file icon Screenshot_Doom_20110426_043327.png [^] (96,459 bytes) 2011-04-26 02:44


? file icon thingz_spawnrespawn_08.wad [^] (55,698 bytes) 2012-04-10 08:12
? file icon thingz_spawnrespawn_09.wad [^] (62,533 bytes) 2016-10-18 18:07
? file icon itemzpos.wad [^] (84,578 bytes) 2016-12-04 11:50
? file icon itemzpos2.wad [^] (95,768 bytes) 2016-12-04 11:50

- Relationships
parent of 0000789closedTorr Samaho Strange thing z desync in D2IG20 after "changemap" map changes online if bots are in the game 
parent of 0002753closedEdward-san Floating items in multiplayer 
parent of 0002810new Barrel Respawn Z-Height misprediction 
parent of 0001997closedTorr Samaho Random spawners respawn items through 3D floors when spawned from another actor 
related to 0000479closedTorr Samaho Thing Z-height misprediction after map resets online 
related to 0000765closedTorr Samaho RandomSpawner thing z desync on 3D floors after map resets online 
Not all the children of this issue are yet resolved or closed.

-  Notes
User avatar (0001845)
Torr Samaho (administrator)
2011-07-10 11:42
edited on: 2011-07-10 11:42

This should fix the issue. Unfortunately it required a change in some very basic client side code. Let's hope that it doesn't break anything else. I only tested this in thing_z_misprediction_test_01.wad though.

User avatar (0001849)
unknownna (updater)
2011-07-10 12:46

* The chaingun still respawns into the wrong position. But this also happens offline and in GZDoom 323. If you reconnect, it corrects itself. Most servers have sv_weaponstay set to 1 anyway.

* I noticed some issues in KDiZD. It seems that the bug in 0000479: Thing Z-height misprediction after map resets online is back. The items are desynced both before and after map resets. But they aren't physically desynced. You can still pick up the battery in KDiZD without cheats.
User avatar (0001852)
unknownna (updater)
2011-07-10 14:04

Some items are physically desynced. I noticed it in Z1M8. There are some SOLID barrels that you can jump on. The movement will start to lag on some of the barrels.
User avatar (0001854)
Torr Samaho (administrator)
2011-07-10 20:18

Looks like the fix does more harm than good, so I removed it. Can you check if KDiZD works properly again in this build?

> The chaingun still respawns into the wrong position. But this also happens offline and in GZDoom 323.

This sounds like there is an underlying ZDoom problem that needs to be fixed (or at least understood) first. I'm not even sure if the behavior of items that are exactly on a linedef is defined, i.e. in which of the two adjacent sectors is the item supposed to be?
User avatar (0001867)
unknownna (updater)
2011-07-10 23:01
edited on: 2011-07-11 02:07

> Can you check if KDiZD works properly again in this build?

Some of the barrels are still desynced (former behavior), but it seems to work properly now.

> This sounds like there is an underlying ZDoom problem that needs to be fixed (or at least understood) first. I'm not even sure if the behavior of items that are exactly on a linedef is defined, i.e. in which of the two adjacent sectors is the item supposed to be?

In the example WAD, the thing's map z-position is 16. If you flip the linedef, the z-position changes to 0.

Offline:

* When the z-position is 16, the thing uses the higher floor value as its base.
* When the z-position is 0, the thing uses the higher floor value as its base.

Online:

* When the z-position is 16, the thing uses the lower floor value as its base.
* When the z-position is 0, the thing uses the higher floor value as its base.

> Looks like the fix does more harm than good, so I removed it.

I understand, but don't underestimate the importance of having this fixed. There's a classic duel map in Duel32 (DWELLER 2: MAP11) where you can see this bug. According to the duelers that I've spoken with, it would be great to have this issue resolved before 98e.

User avatar (0001870)
Torr Samaho (administrator)
2011-07-10 23:13

First let me say that as far as I can say the only difference between the online and offline behavior is where the client displays the weapon. The actual position on the server should be the same online and offline. Actually, the client even spawns the weapon at the correct position, but it thinks that it is in the lower sector and thus on the client the weapon falls down to the lower sector's height.

Furthermore, the offline behavior for the initial spawn and respawning is different even in ZDoom and I'm pretty sure that this ZDoom problem also causes the client side display problem. So it's not really a good idea to find a solution for the client side display problem without resolving the ZDoom issue first.


> I understand, but don't underestimate the importance of having this fixed.

Well, isn't this broken since forever?
User avatar (0001872)
unknownna (updater)
2011-07-10 23:27

> First let me say that as far as I can say the only difference between the online and offline behavior is where the client displays the weapon.

Exactly. Depending on which z-position the thing uses, the thing is displayed either on the higher floor, or on the lower floor.

> Well, isn't this broken since forever?

Probably. FYI, it works as expected online in ZDaemon.
User avatar (0001873)
Torr Samaho (administrator)
2011-07-10 23:31

> The chaingun still respawns into the wrong position. But this also happens offline and in GZDoom 323.

Can somebody check if this also happens in the latest ZDoom version and if so, make a bug report over there?
User avatar (0001874)
unknownna (updater)
2011-07-10 23:53
edited on: 2012-04-08 05:57

> Can somebody check if this also happens in the latest ZDoom version

* The chaingun doesn't respawn into the floor in ZDaemon 1.08.08b.
* The chaingun doesn't respawn into the floor in Odamex 0.5.3.
* The chaingun respawns into the floor in GZDoom 323.
* The chaingun respawns into the floor in ZDoom 2.5.0.
* The chaingun respawns into the floor in ZDoom SVN build 3263.
* The chaingun doesn't respawn into the floor in Chocolate Doom 1.6.0.

User avatar (0001879)
unknownna (updater)
2011-07-11 01:55

> Can somebody check if this also happens in the latest ZDoom version and if so, make a bug report over there?

http://forum.zdoom.org/viewtopic.php?f=2&t=30285 [^]
User avatar (0002911)
Torr Samaho (administrator)
2012-03-27 02:26

ZDoom fixed this in revision 3484. Unfortunately, even with the fix (just backported it to test), the item is still at the wrong position for newly connecting clients (actually it is spawned at the correct position but then falls down). I'll investigate this further.
User avatar (0002912)
TIHan (reporter)
2012-03-27 02:30

You can also notice this in Doom 2 map01 at the very beginning, the right zombieman is a little in the ground. I remember trying to do this, I sent the floorz over - which it is almost correct! Sadly, it was still off a bit. Hope this helps though.
User avatar (0002913)
Torr Samaho (administrator)
2012-03-27 02:33
edited on: 2012-03-27 02:57

I think I found a way to fix this, but have no idea if it breaks anything else. Would be nice if somebody can test this binary and see if things spawn / respawn at the proper position. In particular, it's interesting if there are any problems with 3D floors.

EDIT: The change I made doesn't seem to have any effect on the Zombieman in Doom 2 MAP01.

User avatar (0002915)
TIHan (reporter)
2012-03-27 05:33

> The change I made doesn't seem to have any effect on the Zombieman in Doom 2 MAP01.

Darn. Do you think it is a similar issue? The zombieman does sink into the ground near the edge of that linedef..

Also, I haven't noticed anything unusual with your binary, yet. I'll give you another update on it soon.
User avatar (0002917)
unknownna (updater)
2012-03-27 17:05

> Would be nice if somebody can test this binary and see if things spawn / respawn at the proper position.

I just did a quick test with this and can tell that the issues in KDiZD are back. However, this time the pre- and post-map reset heights are consistent with one another. It's only a visual desync. But the example WAD seems to be working as intended now.

> The change I made doesn't seem to have any effect on the Zombieman in Doom 2 MAP01

It's probably a ZDoom issue since the zombieman respawns into the floor offline if sv_monsterrespawn is 1.
User avatar (0002946)
Torr Samaho (administrator)
2012-03-28 02:00

Since there is still a problem with the zombieman in ZDoom, I reverted the changes for the time being and wait for ZDoom to fix this.
User avatar (0002956)
Edward-san (developer)
2012-03-28 09:28

Fixed by randy.
User avatar (0002959)
Torr Samaho (administrator)
2012-03-28 11:30

Hmm, does anybody know whether he intentionally commented out pr_nightmarerespawn?
User avatar (0002988)
unknownna (updater)
2012-03-29 08:41

http://zdoom.org/Changelog/3488/files [^]

* Restore randomization of monster respawn times accidentally taken out in r3485.
User avatar (0003108)
Torr Samaho (administrator)
2012-04-02 02:12

I think I managed to fix the thing_z_misprediction_test_01.wad issues and the initial Zombieman spawn position now (Randy's monster respawn fix is not in yet, so don't test respawning monsters yet). Here is a new testing binary. I didn't test the KDiZD issues. If anything is broken there (or elsewhere), can you please make a minimal example wad?
User avatar (0003109)
unknownna (updater)
2012-04-02 03:18

thing_z_misprediction_test_01.wad : OK
thing_z_misprediction_test_02.wad : OK
KDiZD : OK
0000380: Teleporters on 3d floors problem : OK
0000425: Desynch upon item respawn when said item started out sitting on top of a 3D floor : Broken

> If anything is broken there (or elsewhere), can you please make a minimal example wad?

There are example WADs in the ticket above. I'll create a new example WAD for the barrel issue.

BTW: Does A_Respawn also use Doom's buggy PointOnSide behavior? It seems that it doesn't, which in turn causes it to desync online when the ExplosiveBarrel actors respawn if sv_barrelrespawn is 1.
User avatar (0003112)
Torr Samaho (administrator)
2012-04-02 11:30
edited on: 2012-04-02 12:52

3DFloorDesyncTest.wad now also seems to be broken offline, so I guess this is a ZDoom bug. Can you check the latest ZDoom version?

> Does A_Respawn also use Doom's buggy PointOnSide behavior? It seems that it doesn't, which in turn causes it to desync online when the ExplosiveBarrel actors respawn if sv_barrelrespawn is 1.

A_Respawn works differently, you only get desyncs when server and client use different spawn methods.

EDIT: ItemRespawnDesynchTest2.wad seems to be consistently broken online and offline. So it's possibly the same problem.

EDIT2: I suspect that the nightmare monster respawning on 3D floors has the same problems in ZDoom as the items have (didn't test this though) and that this possibly needs to be fixed separately (like it needed two separate fixes in ZDoom before).

User avatar (0003113)
unknownna (updater)
2012-04-02 12:54

> 3DFloorDesyncTest.wad now also seems to be broken offline, so I guess this is a ZDoom bug. Can you check the latest ZDoom version?

[3504] Barrels respawn into wrong positions
[3504] Things on 3D floors respawn into wrong positions
User avatar (0003114)
unknownna (updater)
2012-04-02 13:32

> I suspect that the nightmare monster respawning on 3D floors has the same problems in ZDoom as the items have (didn't test this though) and that this possibly needs to be fixed separately (like it needed two separate fixes in ZDoom before).

It seems that monsters on 3D floors don't respawn at all.

[3504] Monsters on 3D floors don't respawn at all
User avatar (0003115)
unknownna (updater)
2012-04-02 16:15

There's also a new ST desync: Clients think that things fall through 3D floors. I noticed it in Zombie Horde. I created a new example WAD. It has 2 barrels. One of them (red barrel) uses A_Chase + Speed 0 to correct itself, but the other one (brown barrel) simply falls through the 3D floor locally.
User avatar (0003116)
Torr Samaho (administrator)
2012-04-02 23:28
edited on: 2012-04-02 23:29

I'm pretty sure the zhbarrel_desync_test_01.wad problem is caused by the fact that I used ZDoom's 3D floor incompatible monster respawn fix to fix the spawn problems on the client. We'll have to wait for the ZDoom issues to fixed before we can continue to work on this.

BTW: A joint example wad that combines the different spawn problems in a single area would be very helpful to check all known issues at once.

User avatar (0003120)
Edward-san (developer)
2012-04-03 10:37

All the bugs reported by unknownna are fixed by randy in zdoom.
affected revisions: 3509, 3510, 3514.
User avatar (0003121)
Torr Samaho (administrator)
2012-04-03 11:33

Since all the fixes are separate let's try to fix this stuff step by step. This should hopefully fix the initially spawning positions and the respawning for items (not for monsters or barrels).
User avatar (0003122)
unknownna (updater)
2012-04-03 15:45

> This should hopefully fix the initially spawning positions and the respawning for items (not for monsters or barrels).

* Items desync after "changemap" map changes online.
* It seems that if you pick up any items before a map reset, they'll desync. This also happens offline.
* If you pick up the health bonus in the new example WAD, it'll respawn into the wrong position. This also happens offline.

> A joint example wad that combines the different spawn problems in a single area would be very helpful to check all known issues at once.

I agree. I created a new example WAD.

BTW:http://zdoom.org/Changelog/3513/files [^]

* Make DF2_BARRELS_RESPAWN work in all game modes without the need for alwaysapplydmflags.
User avatar (0003128)
Torr Samaho (administrator)
2012-04-04 00:25
edited on: 2012-04-04 00:27

> It seems that if you pick up any items before a map reset, they'll desync. This also happens offline.

What do you mean by desyncing offline? When I talk about desyncing I mean a situation where clients and server disagree on something, i.e. the position of a thing on client and server is different. Offline there is nobody to disagree with.

> If you pick up the health bonus in the new example WAD, it'll respawn into the wrong position. This also happens offline.

Can you test if this works in ZDoom?

User avatar (0003131)
unknownna (updater)
2012-04-04 01:35
edited on: 2012-04-04 01:58

> What do you mean by desyncing offline? When I talk about desyncing I mean a situation where clients and server disagree on something, i.e. the position of a thing on client and server is different. Offline there is nobody to disagree with.

I should have been more clear. What I mean is that the things' initial spawn position changes after map resets if you pick them up just before the map reset takes place. It seems to happen if you destroy the barrels too. Monsters seem to be affected too.

> Can you test if this works in ZDoom?

I'll have to wait till a new SVN build is available for testing (FYI, it works fine in build 3504).

User avatar (0003132)
Edward-san (developer)
2012-04-04 10:07
edited on: 2012-04-04 10:52

> If you pick up the health bonus in the new example WAD, it'll respawn into the wrong position. This also happens offline.
It's still not working in zdoom with latest svn. I'll report there.

[edit]Done.

User avatar (0003151)
unknownna (updater)
2012-04-06 05:22

> Done.

Thanks.

http://zdoom.org/Changelog/3518/files [^]

* Fixed: A_Respawn and P_NightmareRespawn() should not check for collision with world geometry. The initial spawn did not, so this can prevent respawns of things that were initially spawned if they happen to intersect a wall.
* Fixed: Don't respawn actors inside the floor.
* Fixed: The final calls to P_FindFloorCeiling() in P_NightmareRespawn() and A_RestoreSpecialPosition also need to pass true as the second parameter. (Because this parameter is onlyspawnpos, not onlymidtex.)
User avatar (0003174)
Torr Samaho (administrator)
2012-04-07 16:08

Did somebody confirm that all the problems are really fixed in ZDoom now? I backported the fixes (except for A_Respawn, needs to be done later) and offline the invisibility sphere falls into the 3D floor after respawning. Can somebody check this in ZDoom?
User avatar (0003177)
Edward-san (developer)
2012-04-07 20:37

It happens also in zdoom. Reported there.
User avatar (0003178)
unknownna (updater)
2012-04-08 05:55

http://zdoom.org/Changelog/3542/files [^]

* Added another flag to P_FindFloorCeiling() to get it to do its standard processing but without resetting the actor's sector. The 3D floor checks in P_NightmareRespawn() and A_RestoreSpecialPosition now use this.
* Fixed: P_NightmareRespawn() did its Z clamping before checking for 3D floors.
* Fixed: Respawning actors were not clamped to the ceiling.
User avatar (0003181)
Edward-san (developer)
2012-04-08 10:57

Found another problem in zdoom with that change. I posted it in the same thread.
User avatar (0003182)
Torr Samaho (administrator)
2012-04-08 14:01

One wonders if Randy ever tested that example wad...
User avatar (0003183)
unknownna (updater)
2012-04-08 21:32

> One wonders if Randy ever tested that example wad...

The example wad had too long respawn times so he used another example wad.

http://zdoom.org/Changelog/3545/files [^]

* Fixed: Do not interpolate from an actor's despawned position to its spawned position when it respawns.
* Use doubles instead of floats, as appropriate, in PIT_FindFloorCeiling().
* Fixed: The second call to P_FindFloorCeiling() in A_RestoreSpecialPosition and P_NightmareRespawn() must only consider 3D floors and midtexes.

Apparently there were some crashes related to the new changes.

http://zdoom.org/Changelog/3543/files [^]

* Fixed crash when teleporting. P_TeleportMove() must not pass FFCF_ONLYSPAWNPOS to P_GetFloorCeilingZ(). I got confused because its bool parameter's meaning had been the opposite of P_FindFloorCeiling()'s bool parameter before they got changed to flags.
User avatar (0003186)
Edward-san (developer)
2012-04-08 22:37

is it working the respawn for 3d midtextures?
User avatar (0003187)
unknownna (updater)
2012-04-08 23:17
edited on: 2012-04-08 23:33

> Is it working the respawn for 3d midtextures?

Not in SVN build 3542.

Edit:

It crashes in SVN build 3545.

User avatar (0003191)
Torr Samaho (administrator)
2012-04-09 11:39

Except for the A_Respawn changes (still need to work on this), I backported all the ZDoom z fixes up to revision 3547. I think there are still z problems with 3d midtextures. Here is a new binary. Ignore the barrel problems, that's because the A_Respawn changes are still missing.
User avatar (0003192)
unknownna (updater)
2012-04-09 16:47

> Here is a new binary.

It seems to be working as intended. The changemap and map reset desyncs are gone it seems.

> I think there are still z problems with 3d midtextures.

You're right. I created a new bug report.
User avatar (0003195)
unknownna (updater)
2012-04-10 03:43
edited on: 2012-04-10 04:25

http://www.zdoom.org/Changelog/3548/files [^]

* Fixed: The onlyspawnpos handling in P_FindFloorCeiling would fail to adjust an actor's floorz (and related) to a 3D midtex beneath its Z if it also touched a 3D midtex above its Z.

http://www.zdoom.org/Changelog/3549/files [^]

* Only adjust the ceiling position of solid actors in A_RestoreSpecialPosition.

http://www.zdoom.org/Changelog/3550/files [^]

* Use 3D midtexture restrictions when respawning actors.

Edit:

It seems that 3D floors are affected by the same issues, so I hope that Randy's fixes took care of them.

User avatar (0003200)
Torr Samaho (administrator)
2012-04-11 01:23
edited on: 2012-04-11 01:24

Unfortunately we are reaching the limits of what is feasible to backport. Some of the previous patches were already very cumbersome to backport, but 3548 is more or less infeasible. It is intertwined with 3490 which itself is intertwined with the merging of ZDoom's polyobj branch into the main trunk. Since I really don't want to backport the polyobj branch to 98e, I consider removing all the recent z-fix backports and postponing all of this till 98e is finished.

User avatar (0003210)
unknownna (updater)
2012-04-11 19:42

> Since I really don't want to backport the polyobj branch to 98e, I consider removing all the recent z-fix backports and postponing all of this till 98e is finished.

Fair enough, we can postpone this, but don't remove the current fixes. They don't break anything and the chaingun respawn problem is gone. So things look more polished and professional now compared to 98d. We can consider complex spawn/respawn situations on 3D floors/midtextures to be unsupported in ST for the time being since they weren't supported in ZDoom even until now.

As for the barrel issues: The most important thing is to avoid physical desyncs since they screw up the client prediction in terms of player movement.

BTW: I found some new issues in ZDoom with the latest example wad. I created a new bug report.
User avatar (0003212)
Torr Samaho (administrator)
2012-04-11 23:09

> Fair enough, we can postpone this, but don't remove the current fixes. They don't break anything and the chaingun respawn problem is gone.

Well, they don't seem to break anything for now, but I'm not too sure if they break things we don't know yet. The necessary client side change is in a very basic function and can affect every spawn the server instructs the clients to do. Not to mention the effects all of Randy's fixes may have. How thoroughly did you test this binary?
User avatar (0003216)
unknownna (updater)
2012-04-12 00:33
edited on: 2012-04-13 00:16

> How thoroughly did you test this binary?

I tested it with the example wad, Duel32, KDiZD, IDL2012, AOW2 (found a separate weapon issue), WhoDunIt (the client crashed after a map change, but I couldn't reproduce the crash) and Zombie Horde.

User avatar (0003242)
unknownna (updater)
2012-04-14 04:42

http://www.zdoom.org/Changelog/3562/files [^]

* In P_SpawnMapThing(), pass the same flags to P_FindFloorCeiling() as the respawn functions do.
* Rename FFCF_3DMIDTEXRESTRICT to FF_3DRESTRICT and make it work with 3D floors too.
User avatar (0003310)
unknownna (updater)
2012-04-15 23:18
edited on: 2012-04-15 23:18

The example WAD is now broken in the latest beta build. The zombieman, chaingun and barrel actors spawn into the wrong positions on the client online. And they also respawn incorrectly, but when they respawn, the client and server are in sync with one another. And this bug has returned as well:

Quote from unknownna
What I mean is that the things' initial spawn position changes after map resets if you pick them up just before the map reset takes place. It seems to happen if you destroy the barrels too. Monsters seem to be affected too.

It worked fine in 120409-1130M. The only thing that didn't work properly there was the barrel respawn. The client didn't respawn the barrels with the same z height as the server.

User avatar (0003315)
Torr Samaho (administrator)
2012-04-16 01:19

The partial fixes I made are not included in the new build (they are in the repository under a bookmark, but I'm still hesitant to include them since they may have far reaching consequences).
User avatar (0015072)
Edward-san (developer)
2016-06-11 15:44
edited on: 2016-06-11 17:02

I went ahead and made these changesets which should fix the bugs here:

https://bitbucket.org/zandronum/zandronum-sandbox/commits/b8ba754f558fa1b654ec0365f7f50151834967ab [^]
https://bitbucket.org/zandronum/zandronum-sandbox/commits/ecb8946e8581c07e92f1c01ce5d5de7ea83833e8 [^]
https://bitbucket.org/zandronum/zandronum-sandbox/commits/1b111ca440bf6b4bb9ec51f040f70bf379d0fc63 [^]

I forgot to mention, but the third one fixes a bug with the barrel on the ceiling in the example wad, which seems to instantly fall down for clients if it's shoot by a player.

User avatar (0015091)
WaTaKiD (updater)
2016-06-18 03:37

this 3.0 build contains the above 3 commits:https://www.dropbox.com/s/fr0e9h5to2f3x0j/zandronum-3.0-r160611-1518-1b111ca-windows.zip?dl=0 [^]
User avatar (0015395)
Ru5tK1ng (updater)
2016-07-19 15:18

That build fixed an issue online where items too close to a wall would float in the sky as noted here: http://zandronum.com/tracker/view.php?id=2753 [^]

I noticed this bug on map02 online and the build did fix it. There's still a few more things needing testing though.
User avatar (0015396)
Ru5tK1ng (updater)
2016-07-19 16:05

Alright, going off of the example wad, I used the above build.

*Everything spawned at the correct height when the map first loads.
*Using the switch to reset the map correctly spawned everything at the right height.
*Everything spawned correctly through changemap and survival countdown.
*With itemrespawn on and weaponstay off, the chainguns, health bonus and sphere respawned at the correct z-height.
*Actor heights were correct, I could jump over and stand on various actors.

However,

The only issue was the barrels. After setting them to respawn, some would spawn and fall to the ground. Here are the only instances:


http://i.imgur.com/jRQFUwE.png [^]
http://i.imgur.com/CKN2cES.png [^]

I haven't taken a look at the testmap in Doombuilder, but by looks of the screenshots, the barrels have problems spawning on or too close to ledges regardless if the ledge is a 3D floor or not.
User avatar (0015465)
Ru5tK1ng (updater)
2016-08-18 00:46

Once, the barrels are fixed, it is safe to bet that all issues related to Z-Height would be resolved.
User avatar (0015474)
Edward-san (developer)
2016-08-18 09:03
edited on: 2016-08-18 09:04

Urgh, the barrel respawn is handled quite differently by zandronum online. The fix requires a bit of rewrite..

p.s. can you make a new ticket with the barrel issue? That would help with organizing the needed work for the fix.

User avatar (0016047)
unknownna (updater)
2016-10-18 18:37

While I was gone, a RandomSpawner bug was found and fixed. Unfortunately it still needs to be fixed for 3D floor/midtexture combinations. I made a bug report over at the ZDoom forums:

RandomSpawner needs consistent spawn/respawn behavior too
User avatar (0016413)
Torr Samaho (administrator)
2016-12-04 11:52

I attached two example wads from Zalewa's recent pull requests.
User avatar (0016427)
Edward-san (developer)
2016-12-04 23:39

Thanks to Zalewa we have a generic fix for this and other related tickets added to 3.0 upstream:https://bitbucket.org/Torr_Samaho/zandronum/commits/0e94c4d68a1fdd0f4859f2a7952ef4688e00c32a [^] . This must be tested to see if nothing else is broken.
User avatar (0017752)
Ru5tK1ng (updater)
2017-05-23 04:12
edited on: 2017-05-23 04:14

I had tested the child tickets long ago and they were fine. However, I tried the most current versions of both example wads provided above and I found some weird z height handling.

In the following gallery, the 1st picture for each spot in the map is how the items first spawn when the map loads. The 2nd picture is after the floor changes height as designed in the map. The 3rd image is when the item respawns.

The chainguns are the randomspawner issue unknownna reported in this topic:https://forum.zdoom.org/viewtopic.php?f=2&t=53861 [^]

Gallery: Imgur Link

The question is, is this good enough? As Graf said, you can only do so much for something as screwy as these example wads before the positioning behavior gives up. Honestly, putting things that close and awkwardly placed to ledges is just bad mapping anyway. These instances were all the issues I found throughout the child tickets and test wads. I would call this ticket a day since unless someone else disagrees.

The barrels are their own separate issue/ticket btw.

User avatar (0017797)
Ru5tK1ng (updater)
2017-06-04 20:25

Ahh, it seems after double checking as Torr suggested, I found out the highlighted issues are also different for other newly connected clients.

In the gallery:http://imgur.com/a/HcJon [^]

If client 1 hits the switches, it sees the 2nd placement for each spot. But newly connected clients see the 3rd placement for each spot after the switch press. I modified the lift heights and it seems client 1's placement is the correct one on the server while client 2's is wrong.

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- Issue History
Date Modified Username Field Change
2011-04-26 02:44 unknownna New Issue
2011-04-26 02:44 unknownna File Added: Screenshot_Doom_20110426_043327.png
2011-04-26 02:45 unknownna File Added: thing_z_misprediction_test_01.wad
2011-05-30 01:11 unknownna Relationship added related to 0000479
2011-06-02 11:21 unknownna File Added: Screenshot_Doom_20110602_131558.png
2011-06-02 11:22 unknownna File Deleted: Screenshot_Doom_20110602_131558.png
2011-06-02 11:23 unknownna File Added: Screenshot_Doom_20110602_131558.jpg
2011-07-10 11:42 Torr Samaho Note Added: 0001845
2011-07-10 11:42 Torr Samaho Note Edited: 0001845 View Revisions
2011-07-10 11:42 Torr Samaho Assigned To => Torr Samaho
2011-07-10 11:42 Torr Samaho Status new => feedback
2011-07-10 12:46 unknownna Note Added: 0001849
2011-07-10 12:46 unknownna Status feedback => assigned
2011-07-10 14:04 unknownna Note Added: 0001852
2011-07-10 20:18 Torr Samaho Note Added: 0001854
2011-07-10 22:25 unknownna Severity minor => major
2011-07-10 23:01 unknownna Note Added: 0001867
2011-07-10 23:13 Torr Samaho Note Added: 0001870
2011-07-10 23:27 unknownna Note Added: 0001872
2011-07-10 23:31 Torr Samaho Note Added: 0001873
2011-07-10 23:31 Torr Samaho Status assigned => feedback
2011-07-10 23:53 unknownna Note Added: 0001874
2011-07-10 23:53 unknownna Status feedback => assigned
2011-07-10 23:53 unknownna Note Edited: 0001874 View Revisions
2011-07-11 01:55 unknownna Note Added: 0001879
2011-07-11 02:07 unknownna Note Edited: 0001867 View Revisions
2011-07-26 01:22 unknownna Note Added: 0001958
2012-03-27 02:26 Torr Samaho Note Added: 0002911
2012-03-27 02:30 TIHan Note Added: 0002912
2012-03-27 02:33 Torr Samaho Note Added: 0002913
2012-03-27 02:33 Torr Samaho Status assigned => feedback
2012-03-27 02:57 Torr Samaho Note Edited: 0002913 View Revisions
2012-03-27 05:33 TIHan Note Added: 0002915
2012-03-27 17:05 unknownna Note Added: 0002917
2012-03-27 17:05 unknownna Status feedback => assigned
2012-03-28 02:00 Torr Samaho Note Added: 0002946
2012-03-28 09:28 Edward-san Note Added: 0002956
2012-03-28 11:30 Torr Samaho Note Added: 0002959
2012-03-28 23:55 unknownna Note Added: 0002974
2012-03-29 08:40 unknownna Note Deleted: 0002974
2012-03-29 08:41 unknownna Note Added: 0002988
2012-04-01 20:38 unknownna Note Added: 0003094
2012-04-02 02:12 Torr Samaho Note Added: 0003108
2012-04-02 03:18 unknownna Note Added: 0003109
2012-04-02 03:19 unknownna File Added: thing_z_misprediction_test_03.wad
2012-04-02 04:14 unknownna File Added: ItemRespawnDesynchTest3.wad
2012-04-02 11:30 Torr Samaho Note Added: 0003112
2012-04-02 11:44 Torr Samaho Note Edited: 0003112 View Revisions
2012-04-02 12:52 Torr Samaho Note Edited: 0003112 View Revisions
2012-04-02 12:54 unknownna Note Added: 0003113
2012-04-02 13:27 unknownna File Added: thing_z_misprediction_test_04.wad
2012-04-02 13:32 unknownna Note Added: 0003114
2012-04-02 16:15 unknownna Note Added: 0003115
2012-04-02 16:15 unknownna File Added: zhbarrel_desync_test_01.wad
2012-04-02 23:28 Torr Samaho Note Added: 0003116
2012-04-02 23:29 Torr Samaho Note Edited: 0003116 View Revisions
2012-04-03 10:37 Edward-san Note Added: 0003120
2012-04-03 11:27 Torr Samaho Steps to Reproduce Updated View Revisions
2012-04-03 11:33 Torr Samaho Note Added: 0003121
2012-04-03 15:45 unknownna Note Added: 0003122
2012-04-03 15:46 unknownna File Added: thingz_spawnrespawn_01.wad
2012-04-03 15:46 unknownna File Deleted: Screenshot_Doom_20110602_131558.jpg
2012-04-04 00:25 Torr Samaho Note Added: 0003128
2012-04-04 00:27 Torr Samaho Note Edited: 0003128 View Revisions
2012-04-04 00:27 Torr Samaho Steps to Reproduce Updated View Revisions
2012-04-04 00:28 Torr Samaho Status assigned => feedback
2012-04-04 01:35 unknownna Note Added: 0003131
2012-04-04 01:35 unknownna Status feedback => assigned
2012-04-04 01:58 unknownna Note Edited: 0003131 View Revisions
2012-04-04 10:07 Edward-san Note Added: 0003132
2012-04-04 10:52 Edward-san Note Edited: 0003132 View Revisions
2012-04-06 05:22 unknownna Note Added: 0003151
2012-04-06 05:27 unknownna File Added: thingz_spawnrespawn_03.wad
2012-04-06 05:28 unknownna File Deleted: thingz_spawnrespawn_01.wad
2012-04-06 05:28 unknownna File Deleted: zhbarrel_desync_test_01.wad
2012-04-06 05:28 unknownna File Deleted: thing_z_misprediction_test_04.wad
2012-04-06 05:28 unknownna File Deleted: ItemRespawnDesynchTest3.wad
2012-04-06 05:28 unknownna File Deleted: thing_z_misprediction_test_03.wad
2012-04-06 05:28 unknownna File Deleted: thing_z_misprediction_test_01.wad
2012-04-06 05:30 unknownna Steps to Reproduce Updated View Revisions
2012-04-07 16:07 Torr Samaho Steps to Reproduce Updated View Revisions
2012-04-07 16:08 Torr Samaho Note Added: 0003174
2012-04-07 20:37 Edward-san Note Added: 0003177
2012-04-08 05:55 unknownna Note Added: 0003178
2012-04-08 05:56 unknownna Note Deleted: 0003094
2012-04-08 05:57 unknownna Note Deleted: 0001958
2012-04-08 05:57 unknownna Note Edited: 0001874 View Revisions
2012-04-08 10:57 Edward-san Note Added: 0003181
2012-04-08 14:01 Torr Samaho Note Added: 0003182
2012-04-08 20:52 unknownna File Added: thingz_spawnrespawn_04.wad
2012-04-08 20:55 unknownna Steps to Reproduce Updated View Revisions
2012-04-08 21:15 unknownna File Added: thingz_spawnrespawn_05.wad
2012-04-08 21:18 unknownna Steps to Reproduce Updated View Revisions
2012-04-08 21:18 unknownna File Deleted: thingz_spawnrespawn_03.wad
2012-04-08 21:18 unknownna File Deleted: thingz_spawnrespawn_04.wad
2012-04-08 21:32 unknownna Note Added: 0003183
2012-04-08 22:37 Edward-san Note Added: 0003186
2012-04-08 23:13 unknownna File Added: thingz_spawnrespawn_06.wad
2012-04-08 23:17 unknownna Note Added: 0003187
2012-04-08 23:33 unknownna Note Edited: 0003187 View Revisions
2012-04-09 11:39 Torr Samaho Note Added: 0003191
2012-04-09 16:47 unknownna Note Added: 0003192
2012-04-09 17:29 unknownna File Deleted: thingz_spawnrespawn_05.wad
2012-04-09 17:29 unknownna Steps to Reproduce Updated View Revisions
2012-04-10 03:43 unknownna Note Added: 0003195
2012-04-10 04:25 unknownna Note Edited: 0003195 View Revisions
2012-04-10 04:58 unknownna File Added: thingz_spawnrespawn_07.wad
2012-04-10 08:01 unknownna File Added: thingz_spawnrespawn_08.wad
2012-04-10 08:01 unknownna File Deleted: thingz_spawnrespawn_07.wad
2012-04-10 08:11 unknownna File Deleted: thingz_spawnrespawn_08.wad
2012-04-10 08:12 unknownna File Added: thingz_spawnrespawn_08.wad
2012-04-10 08:12 unknownna File Deleted: thingz_spawnrespawn_06.wad
2012-04-11 01:23 Torr Samaho Note Added: 0003200
2012-04-11 01:24 Torr Samaho Note Edited: 0003200 View Revisions
2012-04-11 01:24 Torr Samaho Note Revision Dropped: 3200: 0001696
2012-04-11 19:42 unknownna Note Added: 0003210
2012-04-11 19:50 unknownna Steps to Reproduce Updated View Revisions
2012-04-11 23:09 Torr Samaho Note Added: 0003212
2012-04-12 00:33 unknownna Note Added: 0003216
2012-04-12 00:34 unknownna Note Edited: 0003216 View Revisions
2012-04-12 05:23 unknownna Relationship added related to 0000765
2012-04-13 00:16 unknownna Note Edited: 0003216 View Revisions
2012-04-14 04:42 unknownna Note Added: 0003242
2012-04-15 23:18 unknownna Note Added: 0003310
2012-04-15 23:18 unknownna Note Edited: 0003310 View Revisions
2012-04-16 01:19 Torr Samaho Note Added: 0003315
2012-04-16 12:19 unknownna Relationship added parent of 0000787
2012-04-16 22:11 unknownna Relationship deleted parent of 0000787
2012-04-17 02:54 unknownna Relationship added parent of 0000789
2012-06-09 13:22 Torr Samaho Category General => Bug
2016-06-10 10:14 Edward-san Relationship added parent of 0002753
2016-06-11 15:44 Edward-san Note Added: 0015072
2016-06-11 17:02 Edward-san Note Edited: 0015072 View Revisions
2016-06-18 03:37 WaTaKiD Note Added: 0015091
2016-07-19 15:18 Ru5tK1ng Note Added: 0015395
2016-07-19 16:05 Ru5tK1ng Note Added: 0015396
2016-08-18 00:46 Ru5tK1ng Note Added: 0015465
2016-08-18 09:03 Edward-san Note Added: 0015474
2016-08-18 09:04 Edward-san Note Edited: 0015474 View Revisions
2016-08-18 15:18 Ru5tK1ng Relationship added parent of 0002810
2016-10-18 18:07 unknownna File Added: thingz_spawnrespawn_09.wad
2016-10-18 18:37 unknownna Note Added: 0016047
2016-10-18 18:38 unknownna Relationship added parent of 0001997
2016-12-04 11:50 Torr Samaho File Added: itemzpos.wad
2016-12-04 11:50 Torr Samaho File Added: itemzpos2.wad
2016-12-04 11:52 Torr Samaho Note Added: 0016413
2016-12-04 23:39 Edward-san Note Added: 0016427
2016-12-04 23:39 Edward-san Status assigned => needs testing
2017-05-23 04:12 Ru5tK1ng Note Added: 0017752
2017-05-23 04:12 Ru5tK1ng Status needs testing => feedback
2017-05-23 04:14 Ru5tK1ng Note Edited: 0017752 View Revisions
2017-06-04 20:25 Ru5tK1ng Note Added: 0017797






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