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Dehacked Spawn desync in online mode

 
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Mon Jan 06, 2014 7:03 am    Post subject: Dehacked Spawn desync in online mode Reply with quote

example wad: http://destiny-server.dyndns.org/stuff/spawn.zip

It is less noticeable with lower delays between spawning, but this one clearly shows the issue. Bug was present in 1.09 too.
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phenex2
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Joined: 10 Jan 2008

PostPosted: Mon Jan 06, 2014 11:50 am    Post subject: Reply with quote

i saw the drop in c/s. don't see anything when i try SP.
how do i use the wad in SP so i can compare to c/s?
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Mon Jan 06, 2014 12:50 pm    Post subject: Reply with quote

Its a water dripping effect, the drop is spawned from a water drip hanging from the ceiling. The spawner replaces the doom imp, so Doom 2 map01 is ok for testing.
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Thu Jan 09, 2014 3:57 pm    Post subject: Reply with quote

So? Can you verify the bug?
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Wed Jan 07, 2015 5:29 pm    Post subject: Reply with quote

After investigating a bit further, it seems that the problem is not with the Spawn codepointer. The waterdrop spawner thing's animation is out of sync on the client. The spawning happens, but the spawner shows wrong sprite.
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UberGewei
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Joined: 01 Sep 2010
Location: The Netherlands

PostPosted: Sun Feb 11, 2018 11:37 pm    Post subject: Reply with quote

Does this still happen? Could you provide a (new) test wad?
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Aeyesx
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Joined: 13 Oct 2012

PostPosted: Tue Feb 13, 2018 8:30 pm    Post subject: Reply with quote

Actually I still have the original test-wad, because i keep archiving stuff.
The bug is still present in 1.10 B09.

I have recorded a video so you can clearly see the issue.
https://www.youtube.com/watch?v=IqsSLuKMisE&feature=youtu.be

And there is the test-wad. (it replaces doomimp)
https://drive.google.com/open?id=1yo8ooBWwZrNzegcyDvKWaTYcaaI32qvn
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Tue Feb 13, 2018 8:39 pm    Post subject: Reply with quote

Thank you for the detailed bug introduction Smile I have lost that test wad since a long while now, it is good that you still have it.
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UberGewei
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Joined: 01 Sep 2010
Location: The Netherlands

PostPosted: Tue Feb 13, 2018 10:21 pm    Post subject: Reply with quote

Aeyesx wrote:
Actually I still have the original test-wad, because i keep archiving stuff.
The bug is still present in 1.10 B09.

I have recorded a video so you can clearly see the issue.
https://www.youtube.com/watch?v=IqsSLuKMisE&feature=youtu.be

And there is the test-wad. (it replaces doomimp)
https://drive.google.com/open?id=1yo8ooBWwZrNzegcyDvKWaTYcaaI32qvn


Thanks man!

Body-Guard wrote:
After investigating a bit further, it seems that the problem is not with the Spawn codepointer. The waterdrop spawner thing's animation is out of sync on the client. The spawning happens, but the spawner shows wrong sprite.


Yes, noticed that too. The animation right before the A_Spawn codepointer seems indeed, out of sync. The raindrop does spawn frequent however.

Here are two wads that directly display the problem.
https://www.dropbox.com/s/s56rm33auaigc2d/dehacked_desync.zip?dl=1
https://www.dropbox.com/s/35df4qf5j5czq87/dehacked_desync_longdelay.zip?dl=1
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Krawa
There is a limit


Joined: 23 Nov 2008
Location: #SDA

PostPosted: Sun Feb 18, 2018 10:25 pm    Post subject: Reply with quote

Demo wad with letter A-H on the sprites: dehacked_desync_k1

In singleplayer when H appears, the drop A falls down.
In client/server falling down drop A is send by the server, so A, B, C are in sync.
D to H are client only and not in sync.


Last edited by Krawa on Mon Nov 18, 2019 7:32 pm; edited 1 time in total
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Sat Mar 03, 2018 2:53 pm    Post subject: Reply with quote

As a note, I think this is a related problem as well:

http://forums.zdaemon.org/viewtopic.php?t=16703
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