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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0002783 | Zandronum | [All Projects] Bug | public | 2016-07-15 02:45 | 2017-08-13 18:14 | ||||
Reporter | temp_user_1 | ||||||||
Assigned To | |||||||||
Priority | normal | Severity | major | Reproducibility | always | ||||
Status | closed | Resolution | not fixable | ||||||
Platform | Desktop | OS | Windows 8 | OS Version | 8.1 | ||||
Product Version | 3.0-beta | ||||||||
Target Version | 3.0 | Fixed in Version | |||||||
Summary | 0002783: Multiplayer with Project Brutality via Zandronum 3.0 does not work correctly | ||||||||
Description | ( copied from'https://zandronum.com/forum/viewtopic.php?f=39&t=7598 [^]' ) Here is how I start my local server: zandronum.exe -iwad DOOM2.WAD -file "Project Brutality 2.03.pk3" -port 1234 -host -nobroadcast -private +sv_cheats 1 +bd_classicmonsters 0 +bd_TraditionalMode 0 Here is how I join that server: zandronum.exe -iwad DOOM2.WAD -file "Project Brutality 2.03.pk3" -connect 127.0.0.1:1234 Here is how I start singleplayer: zandronum.exe -iwad DOOM2.WAD -file "Project Brutality 2.03.pk3" +sv_cheats 1 List of issues: Gore is bugged and does not work correctly. Here is how it should be (singleplayer):'https://streamable.com/m2tl [^]' But instead I get this (when joining my server):'https://streamable.com/nh3x [^]' Grenade explosion is bugged. Sound is delayed (sometimes for as much as 5 seconds) and explosion itself is not centered on grenade. Video above illustrates this. No visual damage indicators (bullet holes) on HUD. Some weapon switching animations are bugged:'https://streamable.com/z5z9 [^]' (you can see silencer appear for a few frames - this does not happen in singleplayer) Some weapon idle animations are bugged:'https://streamable.com/87te [^]' (the barrel is constantly blinking red - this does not happen in singleplayer) Sometimes, even on lowest difficulty, enemies are still alive after getting hit with a rocket launcher. Happened about 2 or 3 times and I was unable to record it since. They flew away from the blast, laid on the floor looking confused, then stood up as if nothing happened. Sometimes, instead of blowing up correctly, corpses just stand in the air frozen during their "blowing up" animation midway. Happened only once, not sure if it's multiplayer-only bug. | ||||||||
Steps To Reproduce | Start server: zandronum.exe -iwad DOOM2.WAD -file "Project Brutality 2.03.pk3" -port 1234 -host -nobroadcast -private +sv_cheats 1 +bd_classicmonsters 0 +bd_TraditionalMode 0 Join that server: zandronum.exe -iwad DOOM2.WAD -file "Project Brutality 2.03.pk3" -connect 127.0.0.1:1234 | ||||||||
Additional Information | I am using: DOOM2.WAD - md5: 25e1459ca71d321525f84628f45ca8cd, size: 14 604 584 bytes ZandroDev3.0-160519-2047windows.zip - downloaded from'https://zandronum.com/download [^]' Project_Brutality_2.03.zip - downloaded from'http://www.moddb.com/mods/brutal-doom/addons/project-brutality [^]' Windows 8.1 64bit I extract and put everything in the same folder, and create empty "zandronum-<username>.ini" file to force it to launch in portable mode and use default settings. I have tried several versions of Zandronum 3.0 - ZandroDev3.0-160519-2047windows.zip, ZandroDev3.0-160510-1827windows.zip and ZandroDev3.0-150819-2351windows.zip , with no noticable difference between them. | ||||||||
Attached Files | |||||||||
Notes | |
(0015311) Torr Samaho (administrator) 2016-07-15 06:01 |
Does 2.1.2 also have these problems or is everything working fine in 2.1.2? Can somebody create minimal example wads for the issues? Since there are several issues, it's sufficient to start with one minimal example wad that demonstrates the first problem. |
(0015313) temp_user_1 (reporter) 2016-07-15 07:18 |
Trying to launch singeplayer on Zandronum 2.1.2 fails with lots of errors like this one: > Script error, "Project Brutality 2.03.pk3:melee.txt" line 2252: > "projectilekickback" is an unknown actor property This is expected behavior, since Project Brutality manual explicitly states: > *THIS WILL NOT RUN ON ANY VERSION OF ZANDRONUM PRIOR TO 3.0* |
(0015314) Fastclick (reporter) 2016-07-15 11:02 edited on: 2016-07-15 11:07 |
As far as i know, ProjectBrutatily is not intended to play online. DECORATE code of this mode not optimized for multiplayer at all, so network buffer overflow is a permanent for it. |
(0015315) temp_user_1 (reporter) 2016-07-15 11:52 |
Going by what the manual ("Project Brutality 2.0 User Manual.pdf") says, it was intended to be played online: > Now the moment we’ve all been waiting for- multiplayer. Project Brutality 2.0 is now 100% playable on the Zandronum 3.0 alpha/beta source port. Though no exact version is specified, just "alpha/beta". And here's the mention of the coop mode: > Additionally, servers can toggle a "lives pool" shared between players in COOP. Server hosts can also set the number of lives shared per level. And here's the mention of enabling Project Brutality mode, as opposed to using original Brutal Doom: > Here are the CVARs to type in the console for each game mode: Project Brutality: There is, however, a mention of possible bugs: > Do note that Zandronum 3.0 is still in beta by the time this version of Project Brutality was uploaded, so bugs may/may not occur whilst playing online in comparison to a single player game. But there are some videos of Project Brutality being successfully played in cooperative multiplayer, for example: 'https://www.youtube.com/watch?v=446cTM5J9X4 [^]' 'https://www.youtube.com/watch?v=ttqr7h5PsSc [^]' I didn't quite understood your last part about network, but shouldn't the fact that I was using local server eliminate any chance of it causing issues? |
(0015316) Fastclick (reporter) 2016-07-15 12:09 edited on: 2016-07-15 12:13 |
Just to be fair, i did't test PB2.0, only previous versions. Ok. I'll take a look in it. Pretty interesting. P.S. About buffer. It doesn't matter localhost it or not. Zan's network code cant handle too much net-actors (players, monsters, gibs, whatever that sync between client and server), so if heavy mod (like this) is not optimized it for multiplayer - lags guarantee. I have a gigabit connection in my LAN and also experienced lags with BD on some big maps (usually with more then 1000 monsters spawned), so network throughput doesn't really matter. |
(0015405) Fastclick (reporter) 2016-07-21 10:03 edited on: 2016-07-21 16:27 |
Tested with zandronum-3.0-r160703-1614-e8e72e3 Can confirm all bugs mentioned above, except grenade sound delay. Looks like Zan skips A_JumpIfInventory \ A_Jump, in some circumstances, when online. I will provide a minimal example later. |
(0016285) Edward-san (developer) 2016-11-22 11:48 |
I can't find Project_Brutality_2.03.zip, only Project_Brutality_2.03a.zip. Can you check again the problems you reported with the updated version and the latest zandronum beta? The problems with A_Jump* are known and quite hard to solve, so I'd check the other issues first. |
(0016296) temp_user_1 (reporter) 2016-11-23 14:02 |
Tested again with Project_Brutality_2.03a.zip and ZandroDev3.0-161030-2038windows.zip, same setup as in first post, here's the result:'https://streamable.com/8elm [^]' + Gore is working better. + Bullet holes on HUD are now displayed correctly. - Grenade explosion sound is still bugged. |
(0016314) Torr Samaho (administrator) 2016-11-24 20:04 |
Thanks for checking! Can somebody make a minimal example wad that allows to reproduce the problems with the grenade explosion sound? |
(0017010) Torr Samaho (administrator) 2017-03-19 11:42 |
Anybody interested in the grenade explosion sound being fixed? Please make a minimal example wad. |
(0017033) Cutman (reporter) 2017-03-20 18:49 edited on: 2017-03-20 19:39 |
Trying to dissect this (200mb) unorganized mod to try and figure out what is going on is a nightmare. I think I've found the actor in question but trying to find all the actors it spawns and the resources will not be fun, so I'd like confirmation that this is the right one before trying to go any further. 'https://hastebin.com/johugefusa.pl [^]' Looking at the code and the video footage it is most likely a bounce desync. |
(0018189) Dusk (developer) 2017-08-13 18:14 |
Unfortunately that hastebin link has expired. Code snippets should be attached to the ticket instead of uploaded elsewhere exactly because of this. Without an example wad this issue is not getting fixed, so I'm closing this. Please reopen if an example wad is devised. |
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. |
Issue History | |||
Date Modified | Username | Field | Change |
2016-07-15 02:45 | temp_user_1 | New Issue | |
2016-07-15 06:01 | Torr Samaho | Note Added: 0015311 | |
2016-07-15 07:18 | temp_user_1 | Note Added: 0015313 | |
2016-07-15 11:02 | Fastclick | Note Added: 0015314 | |
2016-07-15 11:05 | Fastclick | Note Edited: 0015314 | View Revisions |
2016-07-15 11:07 | Fastclick | Note Edited: 0015314 | View Revisions |
2016-07-15 11:52 | temp_user_1 | Note Added: 0015315 | |
2016-07-15 12:09 | Fastclick | Note Added: 0015316 | |
2016-07-15 12:10 | Fastclick | Note Edited: 0015316 | View Revisions |
2016-07-15 12:13 | Fastclick | Note Edited: 0015316 | View Revisions |
2016-07-21 10:03 | Fastclick | Note Added: 0015405 | |
2016-07-21 12:23 | Fastclick | Note View State: 0015405: private | |
2016-07-21 16:18 | Fastclick | Note Edited: 0015405 | View Revisions |
2016-07-21 16:18 | Fastclick | Note View State: 0015405: public | |
2016-07-21 16:27 | Fastclick | Note Edited: 0015405 | View Revisions |
2016-11-22 11:48 | Edward-san | Note Added: 0016285 | |
2016-11-22 11:48 | Edward-san | Status | new => feedback |
2016-11-23 14:02 | temp_user_1 | Note Added: 0016296 | |
2016-11-23 14:02 | temp_user_1 | Status | feedback => new |
2016-11-24 20:04 | Torr Samaho | Note Added: 0016314 | |
2016-11-24 20:04 | Torr Samaho | Status | new => feedback |
2016-12-24 22:42 | Dusk | Target Version | => 3.0 |
2017-03-19 11:42 | Torr Samaho | Note Added: 0017010 | |
2017-03-20 18:49 | Cutman | Note Added: 0017033 | |
2017-03-20 18:50 | Cutman | Note Edited: 0017033 | View Revisions |
2017-03-20 19:39 | Cutman | Note Edited: 0017033 | View Revisions |
2017-08-13 18:14 | Dusk | Note Added: 0018189 | |
2017-08-13 18:14 | Dusk | Status | feedback => closed |
2017-08-13 18:14 | Dusk | Resolution | open => not fixable |
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