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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0004291 | Zandronum | [All Projects] Suggestion | public | 2024-05-27 08:21 | 2024-05-31 17:16 | ||||||||
Reporter | unknownna | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | tweak | Reproducibility | N/A | ||||||||
Status | new | Resolution | open | ||||||||||
Platform | OS | OS Version | |||||||||||
Product Version | 3.1 | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0004291: Change "smooth teleporters / spawns" into a client option if possible | ||||||||||||
Description | Now bear with me, but I've observed several complaints here and there over the years from various players that teleporters are now slow. I actually kind of agree with them, even if the teleporters are completely smooth. At the time when I originally reported the issue with my limited knowledge, I didn't know and understand that the perceived problem was actually caused by an underlying bug with the client movement prediction. In earlier versions, the client would erroneously "glue the player to the lowest floor" since the prediction thought the player was standing still on a lowering lift whenever dropping down from heights after spawning/teleporting, when bumping into things, or getting hit by archvile attacks, or any attacks really. This prediction error would instantaneously put the player on the lowest possible floor found, even if said floor was well over 1000+ map units below the current floor. Since this bug was actually fixed later on, the teleporters and respawns shouldn't really be that glitchy anymore, and thus we don't actually need the artificial delay that was needed back then, anymore to hinder potential free player movement. In PvP modes like CTF for instance, you need every millisecond to your advantage to get away from enemy players when carrying the flag from enemy base to home. Every single millisecond counts the moment you move onto a teleporter or when spawning and having to move as quickly as possible to get a better weapon. Being artificially held back many milliseconds equivalent to the client ping is not in the interest of any serious competitive player I'm sure. In fact, it would be rather frustrating indeed, and feel like you're restrained and being held back. Therefore, I propose that this change is turned into a client option if possible, where the client can decide for itself whether to have "smooth teleporters & spawns" or not. | ||||||||||||
Additional Information | The only issue I see with this is maybe some potential desyncs with weapon/ammo where the client picks up items and weapons when it's moving ahead on the server before the client arrives and catches up, but I can't say for sure yet. | ||||||||||||
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unknownna (updater) 2024-05-31 17:15 |
Thinking about this, we definitely don't want to revert it, but it would be nice have the smooth delay as a client option. That way, you'd have completely smooth gameplay in general, and competitive players seeking an edge could turn it off when needed. |
Only registered users can voice their support. Click here to register, or here to log in. | |
Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
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Date Modified | Username | Field | Change |
2024-05-27 08:21 | unknownna | New Issue | |
2024-05-31 17:15 | unknownna | Note Added: 0023737 | |
2024-05-31 17:16 | unknownna | Summary | Change "smooth teleporters / spawns" into a client option if possible, or revert it => Change "smooth teleporters / spawns" into a client option if possible |
2024-05-31 17:16 | unknownna | Description Updated | View Revisions |
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