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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0000632 | Zandronum | [All Projects] Bug | public | 2011-12-12 22:38 | 2018-09-30 19:52 | ||||
Reporter | Borg | ||||||||
Assigned To | Torr Samaho | ||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||
Status | closed | Resolution | fixed | ||||||
Platform | OS | OS Version | |||||||
Product Version | 98d | ||||||||
Target Version | Fixed in Version | 1.0 | |||||||
Summary | 0000632: A_Chase does not properly inform client about jump to Idle state | ||||||||
Description | A_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 Information | actor 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 | ![]() | ||||||||
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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. |
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... |
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. |
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. |
Torr Samaho (administrator) 2012-01-15 20:29 |
Borg, did you try if the binary I posted fixes the problems you experienced? |
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. |
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? |
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 |
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)? |
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. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
|
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 |
2011-12-12 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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