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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0000540 | Zandronum | [All Projects] Bug | public | 2011-07-30 13:32 | 2018-08-27 21:30 | ||||
Reporter | unknownna | ||||||||
Assigned To | Leonard | ||||||||
Priority | normal | Severity | major | Reproducibility | always | ||||
Status | resolved | Resolution | fixed | ||||||
Platform | OS | OS Version | |||||||
Product Version | 98d | ||||||||
Target Version | Fixed in Version | 3.1 | |||||||
Summary | 0000540: Weapon selection is desynced between clients | ||||||||
Description | After some heavy testing I found another nasty player sprite and/or a coop spy issue and managed to reproduce it. Sometimes your client will think that other clients are firing their weapons when they truly aren't firing them. The weapon selection is desynced between the clients. It can look like your opponent is firing his chaingun when it's actually being selected on his end. You don't hear any attack sounds or see any bullet puffs, but decals are spawned. I recorded a demo of it with 3287. | ||||||||
Steps To Reproduce | I alternate between selecting the fist and chaingun while repeatedly tapping +attack in a fast manner. I sometimes allow my client to attack with the fist before selecting the chaingun, but I never allow my client to attack with the chaingun. I make sure that I lower the chaingun before it's fully raised on my end. After a while, the other client will start to think that the chaingun fully raised on your end. | ||||||||
Attached Files | |||||||||
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unknownna (updater) 2011-07-30 13:35 |
Demos recorded with build 3287: * 2011.07.28_14.55.39_player_sprite_desync_test.cld * player_sprite_desync_3287.zip |
Watermelon (developer) 2013-02-09 18:35 |
I have a demo of de-sync. It seems like when there's packet loss going to the server, the client goes out of sync. Furthermore when this happened, when I reached 0 rockets it fired another one shortly thereafter, which can be very glitchy. Thus, a solution is maybe every so often re-transmit the ammo from the server to the client? |
unknownna (updater) 2018-08-27 17:55 |
This interestingly enough seems to have been fixed in 3.1 with the unlagged fixes and the addition of a "movement regulator buffer?". I could reproduce it in 3.0 on a local server very quickly, but not in the latest 3.1 alpha build, even when double checking. |
Leonard (developer) 2018-08-27 21:30 |
The movement buffer regulator shouldn't miraculously fix weapon sync issues as the only thing it does is change the way the buffer itself empties. This is most likely due to 0002607 getting fixed, which was a bit before I introduced the movement buffer regulator. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
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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 |
2011-07-30 13:32 | unknownna | New Issue | |
2011-07-30 13:32 | unknownna | Status | new => confirmed |
2011-07-30 13:35 | unknownna | Note Added: 0002017 | |
2011-07-30 13:40 | unknownna | Relationship added | related to 0000193 |
2011-07-30 15:56 | unknownna | Relationship added | related to 0000423 |
2011-08-07 17:17 | unknownna | Relationship added | related to 0000553 |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
2013-02-09 18:35 | Watermelon | Note Added: 0005974 | |
2015-07-21 12:46 | unknownna | Relationship added | has duplicate 0002356 |
2018-08-27 06:53 | unknownna | Relationship added | related to 0001041 |
2018-08-27 17:55 | unknownna | Note Added: 0019438 | |
2018-08-27 17:56 | unknownna | Assigned To | => Leonard |
2018-08-27 17:56 | unknownna | Status | confirmed => resolved |
2018-08-27 17:56 | unknownna | Resolution | open => fixed |
2018-08-27 17:56 | unknownna | Fixed in Version | => 3.1 |
2018-08-27 21:30 | Leonard | Note Added: 0019441 |
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