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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0000534||Zandronum||[All Projects] Bug||public||2011-07-28 09:15||2018-08-27 18:58|
|Target Version||Fixed in Version|
|Summary||0000534: Ammo desync if you have a high ping. Client thinks that it didn't use any ammo.|
|Description||If you fire your weapon and then instantly pick up some ammo for the corresponding weapon your ammo count will desync. Your client thinks that it didn't use any ammo when you fired your weapon.|
|Steps To Reproduce||1. Start a standard COOP server (skill 3) with the example WAD loaded.|
2. Connect a client to the server with an emulated ping of 300 ms.
3. Join the game.
4. Pick up the RL.
5. Pick up the RocketAmmo actor immediately after pressing +attack.
When you pick up the RL you'll have 2 rockets.
When you pick up the rocket ammo after pressing +attack you'll have 3 rockets locally. It should be 2.
You may then fire 2 rockets, but the last one will be a NULL rocket.
|Additional Information||AFAICT, this has nothing to do with the weapon A_Raise/A_Lower desyncs. It still desyncs in 3287.|
|Attached Files||ammo_desync_test_01.wad [^] (720 bytes) 2011-07-28 09:15|
Torr Samaho (administrator)
The problem sounds like it is caused by timing issues very similar to the one responsible for the weapon sync issue and is most likely very difficult to fix, I can't say this for sure yet though.
Nevertheless, I'm pretty sure that Skulltag has been acting like this for ages now (if not since forever). Since nobody complained about this yet, I doubt that it's a major issue in practice.
edited on: 2011-07-29 03:00
> Since nobody complained about this yet, I doubt that it's a major issue in practice.
One thing to remember is that many people have adopted a "just-deal-with-it" attitude when it comes to ST sync bugs. I don't know why, but it seems that it's the general consensus. I'm pretty sure that people have been affected by this desync many times by now. We have better tools now (ping emulator) so it's a lot easier for us to find these sync issues on our own LAN servers and reproduce them, compared to how it used to be in the past.
It's only thanks to Zalewa's ping emulator that I'm able to reliably reproduce the desyncs.
There is probably a lot going on dealing with ammo than I know about.
From observations and code, when you pick up ammo, the client gets updated with the full amount. Just curious if incremental amounts have been attempted? Such as, I have 2 rockets, then I pick up one rocket, the server tells the client who picked up the ammo, to increase by one, rather than setting his amount at 3. Of course, clients who didn't pick up would get the full amount on the client who picked up the ammo.
|Still the same in Zan 2.0?|
Quote from AlexMax
You're very likely to encounter this desync in BFGSHOOT if you have a ping of 250 since it happens when you pick up ammo immediately after running out of ammo.
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|Supporters:||Combinebobnt unknownna cruduxy Daedalus WaTaKiD Korshun Monsterovich|
|Opponents:||No one explicitly opposes this issue yet.|
|2011-07-28 09:15||unknownna||New Issue|
|2011-07-28 09:15||unknownna||File Added: ammo_desync_test_01.wad|
|2011-07-28 09:16||unknownna||Relationship added||related to 0000193|
|2011-07-29 01:45||Torr Samaho||Note Added: 0001995|
|2011-07-29 02:59||unknownna||Note Added: 0002004|
|2011-07-29 03:00||unknownna||Note Edited: 0002004||View Revisions|
|2012-03-01 07:20||TIHan||Note Added: 0002726|
|2012-06-09 13:22||Torr Samaho||Category||General => Bug|
|2014-06-12 20:15||Watermelon||Note Added: 0009154|
|2014-06-12 20:15||Watermelon||Status||new => feedback|
|2015-06-06 20:27||unknownna||Note Added: 0012560|
|2015-06-06 20:27||unknownna||Status||feedback => new|
|2015-07-16 03:53||unknownna||Note Added: 0012951|
|2018-08-27 18:58||unknownna||Relationship added||related to 0001116|
|2018-08-27 18:58||unknownna||Status||new => confirmed|
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