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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0000090 | Zandronum | [All Projects] Bug | public | 2010-10-09 08:33 | 2018-09-30 19:47 | ||||
Reporter | unknownna | ||||||||
Assigned To | Torr Samaho | ||||||||
Priority | low | Severity | minor | Reproducibility | always | ||||
Status | closed | Resolution | fixed | ||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||
Product Version | 98c | ||||||||
Target Version | Fixed in Version | 98d | |||||||
Summary | 0000090: a couple of 'ArtiBlastRadius' bugs online | ||||||||
Description | I actually noticed this while testing Cutman's "Megaman 8-Bit DM". Spectators are affected by the blast of the 'ArtiBlastRadius' actor. IMHO, they shouldn't be. You can verify this by connecting two clients to a local server hosted with the example WAD included in this report. Corpses are affected by the blasts once you reconnect to the server. I made an example WAD, in which there are two Imps; one that is alive and one that is dead. Fire your pistol to blast the living one to death. Everything works as intended until you reconnect to the server or another client connects to the server after the Imp has died. Fire your pistol again near the corpses. The corpse of the former living imp will now be affected by the blast. And there's a great desynchronization between the clients in terms of where the corpse will be thrusted. | ||||||||
Attached Files | ![]() | ||||||||
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Torr Samaho (administrator) 2010-10-09 16:59 |
Please test if this fixes the issues with ArtiBlastRadius. |
unknownna (updater) 2010-10-10 03:01 |
Seems to have fixed the issue with corpses, but if you use it near the spawn spot of the spectator, the spectator will be affected by it regardless of where the spectator is on it's own client. Also, I noticed that the pistol in the example WAD is a great tool for making FLOAT+NOGRAVITY monsters bug up/desynchronize. |
Torr Samaho (administrator) 2010-10-10 06:52 |
This should also fix the spectator issues. |
unknownna (updater) 2010-10-10 07:31 |
Looks like it indeed fixed the issue. Tne bugs in this report have been fixed. However, there's still a desynchronization with the actor. If you fire the pistol near a Lost Soul that is charging towards you, the Lost Soul might get stuck in a wall, but if you reconnect, you'll see that the Lost Soul actually is sliding very slowly towards any corners. If the Lost Soul hits a corner, it'll revert back to it's normal state. |
Torr Samaho (administrator) 2010-10-10 07:34 |
Yeah, the sync issue it still open and has its own report (still on the forum):'http://www.skulltag.com/forum/viewtopic.php?f=33&t=26770 [^]' |
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 |
2010-10-09 08:33 | unknownna | New Issue | |
2010-10-09 08:33 | unknownna | File Added: blast_bug_test.wad | |
2010-10-09 16:59 | Torr Samaho | Note Added: 0000296 | |
2010-10-09 16:59 | Torr Samaho | Assigned To | => Torr Samaho |
2010-10-09 16:59 | Torr Samaho | Status | new => feedback |
2010-10-10 03:01 | unknownna | Note Added: 0000301 | |
2010-10-10 03:01 | unknownna | Status | feedback => assigned |
2010-10-10 06:52 | Torr Samaho | Note Added: 0000304 | |
2010-10-10 06:52 | Torr Samaho | Status | assigned => feedback |
2010-10-10 07:31 | unknownna | Note Added: 0000307 | |
2010-10-10 07:31 | unknownna | Status | feedback => assigned |
2010-10-10 07:34 | Torr Samaho | Note Added: 0000308 | |
2010-10-10 07:34 | Torr Samaho | Status | assigned => resolved |
2010-10-10 07:34 | Torr Samaho | Fixed in Version | => 98d |
2010-10-10 07:34 | Torr Samaho | Resolution | open => fixed |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
2018-09-30 19:47 | Blzut3 | Status | resolved => closed |
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