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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0000842||Zandronum||[All Projects] Bug||public||2012-05-09 14:33||2017-06-20 14:11|
|Target Version||Fixed in Version|
|Summary||0000842: SetWeapon desync online|
Quote from unknownna
|Steps To Reproduce||1. skulltag.exe -file setweapon_01.wad -host|
2. Connect a client to the server with an emulated ping of 50.
3. Join the game.
4. Push the switch while holding +attack.
|Attached Files||setweapon_01.wad [^] (2,134 bytes) 2012-05-09 14:33|
Unfortunately, there isn't anything I can do to prevent the client from firing early. Clients do not run server scripts.
A way to remedy it would be to force the exact frame the client should be at compared to the server. We have had similar issues with this before and requires a lot of design, so this will not make it into 98e.
I do propose an idea to solve a lot of these timing issues that are related to scripts. Perhaps people who are scripting need to make code specifically for the client-side to handle bugs such as we are getting. For example: In setweapon_01.wad you could have a function that runs server-side and a function that runs client-side. Both functions are nearly identical. The client-side function is to predict what will happen, in this case, SetWeapon. Doing so could prevent issues as what we are getting.
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|Opponents:||No one explicitly opposes this issue yet.|
|2012-05-09 14:33||unknownna||New Issue|
|2012-05-09 14:33||unknownna||File Added: setweapon_01.wad|
|2012-05-09 14:33||unknownna||Status||new => confirmed|
|2012-05-09 14:33||unknownna||Reporter||unknownna => Apothem|
|2012-05-09 18:25||TIHan||Assigned To||=> TIHan|
|2012-05-09 18:25||TIHan||Status||confirmed => assigned|
|2012-05-10 04:05||TIHan||Note Added: 0003610|
|2012-05-10 04:05||TIHan||Status||assigned => feedback|
|2012-05-10 04:23||TIHan||Status||feedback => acknowledged|
|2012-06-09 13:22||Torr Samaho||Category||General => Bug|
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