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  Topic: Green armor is bugged
Looper

Replies: 1
Views: 455

PostForum: Fixed Bugs   Posted: Sat Sep 18, 2021 6:46 am   Subject: Green armor is bugged
The green armor seems to be bugged in Zdaemon. I am not sure about the blue armor, didn't check yet but this is what happens with the green armor:
You have 100/100 and you take 3 damage imp fireball: ...
  Topic: When callvote game is accepted
Looper

Replies: 1
Views: 269

PostForum: Fixed Bugs   Posted: Mon Aug 30, 2021 6:43 pm   Subject: When callvote game is accepted
Hello,

A tiny oversight, maybe not a bug but:
When around 0:05 warm-up time is remaining (or less), and you accept the 'callvote game' with a 'yes', the game starts with the:
5...
4...
3...
2. ...
  Topic: Uncapped is lagging a frame behind AND server unfairness
Looper

Replies: 6
Views: 1788

PostForum: Unconfirmed Bugs   Posted: Sat Aug 21, 2021 11:26 am   Subject: Uncapped is lagging a frame behind AND server unfairness
And here's the input lag I was talking about:
https://www.youtube.com/watch?v=2v0qy8vdnlQ

Interesting is that keyboard is not affect.
  Topic: Uncapped is lagging a frame behind AND server unfairness
Looper

Replies: 6
Views: 1788

PostForum: Unconfirmed Bugs   Posted: Thu Aug 19, 2021 10:43 am   Subject: Uncapped is lagging a frame behind AND server unfairness
I just had a tiny realization.

Isn't it a bit strange that the weapon's "FIRE" animation is shown at the beginning of the interpolation? It means that the HUD's weapon animation is incorr ...
  Topic: Uncapped is lagging a frame behind AND server unfairness
Looper

Replies: 6
Views: 1788

PostForum: Unconfirmed Bugs   Posted: Sat Aug 14, 2021 6:59 am   Subject: Uncapped is lagging a frame behind AND server unfairness
Hmm, is this the reason why the aiming was lagging one frame before? It fixes it in some sense, but causes other problems, heh.
  Topic: Uncapped is lagging a frame behind AND server unfairness
Looper

Replies: 6
Views: 1788

PostForum: Unconfirmed Bugs   Posted: Sat Aug 14, 2021 6:48 am   Subject: Uncapped is lagging a frame behind AND server unfairness
Hi there,

Uncapped interpolation can't go to "future", because the input values are not there. So interpolation uses the fractal time of the last tick.


It can. It just needs to be do ...
  Topic: Uncapped is lagging a frame behind AND server unfairness
Looper

Replies: 6
Views: 1788

PostForum: Unconfirmed Bugs   Posted: Fri Aug 06, 2021 12:10 am   Subject: Uncapped is lagging a frame behind AND server unfairness
Proof that the uncapped lags behind a frame:
https://www.youtube.com/watch?v=9v2bdIkTL5A

Here I run a hallway straight forward (straferun), but at the same time I toggle between UNCAPPED/CAPPED ve ...
  Topic: Uncapped is lagging a frame behind AND server unfairness
Looper

Replies: 6
Views: 1788

PostForum: Unconfirmed Bugs   Posted: Thu Aug 05, 2021 11:42 pm   Subject: Uncapped is lagging a frame behind AND server unfairness
Hello,

I think I've finally figured it out what's the deal with "server advantage" vs "server disadvantage".

At times, uncapped is interpolating the frames 'bad way' instead ...
  Topic: Requesting to prevent joining too early
Looper

Replies: 0
Views: 462

PostForum: Pending Requests   Posted: Tue Aug 03, 2021 10:15 pm   Subject: Requesting to prevent joining too early
Hello,

So quite many of you may know how some maps are huuuge and it is quite heavy for the servers to change all of the monsters in the map at the beginning of the round for all of the clients etc ...
  Topic: Callvote cancel kicks the players out of the server
Looper

Replies: 1
Views: 1112

PostForum: Fixed Bugs   Posted: Sun May 09, 2021 7:52 pm   Subject: Callvote cancel kicks the players out of the server
I've noticed that when you callvote cancel, to cancel a duel match, both players lose connection to the server and have to reconnect again. I think it is a bug and not just a random occurence. It seem ...
  Topic: Safe switch in the Rocket Launcher and the BFG
Looper

Replies: 1
Views: 2195

PostForum: Implemented Requests   Posted: Sat Apr 10, 2021 1:40 am   Subject: Safe switch in the Rocket Launcher and the BFG
Short story short:
Original Doom prevents the player from shooting, if you hold fire button down while switch the weapon into RL or BFG. It's the "OS way" and it's all good in that sense.
...
  Topic: After-match weapon statistic in DM modes
Looper

Replies: 2
Views: 1571

PostForum: Pending Requests   Posted: Sat Apr 10, 2021 1:33 am   Subject: Re: After-match weapon statistic in DM modes
I like it! This is information one can figure out by themselves by analyzing a demo manually... but automatic statting would make a lot more sense! Cool
  Topic: Requesting skin color usage for the radar and sitrep
Looper

Replies: 6
Views: 1514

PostForum: Implemented Requests   Posted: Tue Jan 26, 2021 11:46 pm   Subject: Requesting skin color usage for the radar and sitrep
The edges only have to be 1 pixel wide to be very visible as far as I know.
  Topic: Requesting skin color usage for the radar and sitrep
Looper

Replies: 6
Views: 1514

PostForum: Implemented Requests   Posted: Tue Jan 26, 2021 8:47 pm   Subject: Requesting skin color usage for the radar and sitrep
Ah yeah, visibility problems. Well, here's one way to fix it:
Keep the edges of the dot with the current color (white?), but the center of the dot is colored with the player's skin like this:
XXXXX ...
  Topic: Requesting skin color usage for the radar and sitrep
Looper

Replies: 6
Views: 1514

PostForum: Implemented Requests   Posted: Tue Jan 26, 2021 8:26 pm   Subject: Requesting skin color usage for the radar and sitrep
Well, maybe having the SITREP font color different for each player is a bit too "rainbowish", so how about just a colored square? Similar to the scoreboard Smile
  Topic: Requesting skin color usage for the radar and sitrep
Looper

Replies: 6
Views: 1514

PostForum: Implemented Requests   Posted: Mon Jan 25, 2021 11:09 pm   Subject: Requesting skin color usage for the radar and sitrep
What do I mean?

Currently the minimap works like this:
Players are shown as green dot in the minimap. Yellow dot if they are damaged. Red dot if they are extremely low HP.

Requesting this:

S ...
  Topic: Players' Aim Is One Frame Off
Looper

Replies: 8
Views: 6536

PostForum: Fixed Bugs   Posted: Sun Jan 03, 2021 1:35 pm   Subject: Players' Aim Is One Frame Off
Fixed for 1.10.15.
Sick! Really happy about this one.
  Topic: Players' Aim Is One Frame Off
Looper

Replies: 8
Views: 6536

PostForum: Fixed Bugs   Posted: Wed Dec 16, 2020 1:47 am   Subject: Players' Aim Is One Frame Off
Well, I just heard information that there was a "one frame delay in aiming" in Zandronum, so I assume the delay originates from zdoom mouse handling. Maybe this should give some insight to t ...
  Topic: Players' Aim Is One Frame Off
Looper

Replies: 8
Views: 6536

PostForum: Fixed Bugs   Posted: Tue Dec 15, 2020 8:16 pm   Subject: Players' Aim Is One Frame Off
Well, I got a new computer. Increased monitor refresh rate from 60hz to 240hz, changed capped (35 FPS) to uncapped (500 FPS) and 95% of the dropped shots disappeared. I assume the high FPS helps with ...
  Topic: Netstats console command tiny request
Looper

Replies: 3
Views: 3840

PostForum: Implemented Requests   Posted: Fri Jul 17, 2020 9:05 pm   Subject: Netstats console command tiny request
Very nice!
 
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