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IDProjectCategoryView StatusDate SubmittedLast Update
0000632Zandronum[All Projects] Bugpublic2011-12-12 22:382018-09-30 19:52
ReporterBorg 
Assigned ToTorr Samaho 
PrioritynormalSeverityminorReproducibilityalways
StatusclosedResolutionfixed 
PlatformOSOS Version
Product Version98d 
Target VersionFixed in Version1.0 
Summary0000632: A_Chase does not properly inform client about jump to Idle state
DescriptionA_Chase checks whatever monster is friendly (or have master)
If yes, then it just wander for player/master and seeks anyone who
attack him.
If not, then jump to Idle (if exists) or Spawn state should occour.

On offline play (ZDoom and Skulltag) everything works properly.
But on network play strange things happen.
When we raise dead monster, Raise state is called and then we jump to See.
See state does all checks and we should land on Idle (because it exists),
but client thinks we land at Spawn (instead of Idle)
After that, A_Jump(256,"Idle") is not properly executed again
go we land in A_Die and later goto Spawn.Death

After that.. moster is alive but in -1 death frame.

PS: guess why I have goto Death.Spawn after A_Die()
yeah, this is another bug.. heh. too lazy to report it.
Additional Informationactor MDeadZombieMan : MZombieMan replaces DeadZombieMan
{
DropItem "Clip"
DropItem "SummonMana1"
states
  {
  Spawn:
    TNT1 A 0 A_Jump(256,"Idle")
    TNT1 A 0 A_Die("Spawn")
    goto Death.Spawn
  Idle:
    POSS AB 10 A_Look
    loop
  Death.Spawn:
    POSS L 5 A_UnsetSolid
    POSS L -1
    stop
  }
}
Attached Files? file icon A_ChaseDesynchTest.wad [^] (607 bytes) 2012-01-15 19:19

- Relationships

-  Notes
User avatar (0002356)
Torr Samaho (administrator)
2012-01-12 03:05
edited on: 2012-01-12 03:05

Please check if this fixes the problem. Since you didn't include a complete example wad I couldn't test this myself.

User avatar (0002437)
Dusk (developer)
2012-01-15 19:18
edited on: 2012-01-15 19:24

Can't reproduce, even without the fixed binary (98e-3299). Uploaded test wad used.

What I could understand, it's supposed to go to Idle state after being revived but apparently is going to Spawn instead.

Test wad has zombieman altered in a way that if it tries to go to Spawn state after being raised, it'd go translucent and spawn an Unknown. In Idle state it would behave correctly. Archvile's Missile state was edited out as well.

In online testing, the zombie would remain normal even after being revived. Both of us (me and Wartorn) had notarget cheat on so it went to Idle state, even when clientside.

I wouldn't be surprised I did this incorrectly but I've got trouble grasping the concept of this entire bug. Need a clearer explanation before getting a more proper test wad done...

User avatar (0002439)
Torr Samaho (administrator)
2012-01-15 19:55

Without the fix, the actor should never go into the idle state on the client, the server simply instructs the client to enter the spawn state (I can clearly see this in the code). I guess your example wad seems to behave properly because most of the commands you use are completely server side. For instance, a client never jumps on A_JumpIfInventory on its own. It only jumps if the server instructs it to.

Try using different sprites for the Spawn and the Idle state. This way you should see in which state the actor actually is on the client.
User avatar (0002444)
Borg (reporter)
2012-01-15 20:25

'ftp://node.ovh.uu3.net/home/borg/wads/pclasses-r3.zip [^]'
'ftp://node.ovh.uu3.net/home/borg/wads/pclasses-v0.73.zip [^]'
'ftp://borg.uu3.net/home/borg/temp/empty.wad [^]'

skulltag -host -file empty.wad -file pclasses-r3.wad -file pclasses-v0.73.wad
skulltag -file empty.wad -file pclasses-r3.wad -file pclasses-v0.73.wad -connect localhost

Now select Diabolist and revive dead zombieman.
You will see.

Start non networked game to see correct behavior.
User avatar (0002446)
Torr Samaho (administrator)
2012-01-15 20:29

Borg, did you try if the binary I posted fixes the problems you experienced?
User avatar (0002559)
Borg (reporter)
2012-02-01 10:20

Well, your build does NOT work on my Win2003. It just hangs.
v0.98d works without any problems on my box.
User avatar (0002560)
Torr Samaho (administrator)
2012-02-02 02:08
edited on: 2012-02-02 02:08

Did you try deleting your ini file? Does any of the 98e beta builds work for you?

User avatar (0002561)
Borg (reporter)
2012-02-02 10:59

I am unable to run any 98e builds on Win2003.
I tried two different boxes, always same results.
It hangs, using 100% CPU
User avatar (0002576)
Torr Samaho (administrator)
2012-02-05 23:01

> I am unable to run any 98e builds on Win2003.

Did you try all official 98e builds (http://www.skulltag.com/forum/viewforum.php?f=77)?
User avatar (0005178)
unknownna (updater)
2012-10-23 03:56

Borg's example works in 1.0. It was broken in 98d. But I noticed this bug in his mod.

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- Issue History
Date Modified Username Field Change
2011-12-12 22:38 Borg New Issue
2012-01-12 03:05 Torr Samaho Note Added: 0002356
2012-01-12 03:05 Torr Samaho Assigned To => Torr Samaho
2012-01-12 03:05 Torr Samaho Status new => feedback
2012-01-12 03:05 Torr Samaho Note Edited: 0002356 View Revisions
2012-01-15 19:18 Dusk Note Added: 0002437
2012-01-15 19:19 Dusk File Added: A_ChaseDesynchTest.wad
2012-01-15 19:20 Dusk Note Edited: 0002437 View Revisions
2012-01-15 19:24 Dusk Note Edited: 0002437 View Revisions
2012-01-15 19:55 Torr Samaho Note Added: 0002439
2012-01-15 20:25 Borg Note Added: 0002444
2012-01-15 20:25 Borg Status feedback => assigned
2012-01-15 20:29 Torr Samaho Note Added: 0002446
2012-01-15 20:30 Torr Samaho Status assigned => feedback
2012-02-01 10:20 Borg Note Added: 0002559
2012-02-01 10:20 Borg Status feedback => assigned
2012-02-02 02:08 Torr Samaho Note Added: 0002560
2012-02-02 02:08 Torr Samaho Assigned To Torr Samaho =>
2012-02-02 02:08 Torr Samaho Status assigned => feedback
2012-02-02 02:08 Torr Samaho Note Edited: 0002560 View Revisions
2012-02-02 02:08 Torr Samaho Note Revision Dropped: 2560: 0001278
2012-02-02 10:59 Borg Note Added: 0002561
2012-02-02 10:59 Borg Status feedback => new
2012-02-05 23:01 Torr Samaho Note Added: 0002576
2012-02-05 23:01 Torr Samaho Assigned To => Torr Samaho
2012-02-05 23:01 Torr Samaho Status new => feedback
2012-06-09 13:22 Torr Samaho Category General => Bug
2012-10-23 03:56 unknownna Note Added: 0005178
2012-10-23 23:28 unknownna Status feedback => resolved
2012-10-23 23:28 unknownna Fixed in Version => 1.0
2012-10-23 23:28 unknownna Resolution open => fixed
2018-09-30 19:52 Blzut3 Status resolved => closed






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