[odamex-bug-reporter] [Bug 882] New: weird ticbuffer/high ping timing behavior

  • From: odamex-bugtracker@xxxxxxxxxx
  • To: odamex-bug-reporter@xxxxxxxxxxxxx
  • Date: Sun, 22 Jul 2012 19:17:08 +0000

http://odamex.net/bugs/show_bug.cgi?id=882

             Bug #: 882
           Summary: weird ticbuffer/high ping timing behavior
    Classification: Unclassified
           Product: Odamex
           Version: 0.6.x
          Platform: All
        OS/Version: All
            Status: NEW
          Severity: critical
          Priority: P1
         Component: Server & Client
        AssignedTo: odamex-bug-reporter@xxxxxxxxxxxxx
        ReportedBy: jkist3@xxxxxxxxx


Ok so i have been testing odamex and have noticed that I basically can't defend
myself from attacks.  Since i can on zdaemon i decided to look further into
this to figure out what the difference is. I present the following
example/situation for illustration on the type of behavior I'm talking about:

In entryway map01 i stand at the entrance to the blue room with ssg so that i
can see when someone runs out of the bfg room.  someone in the bfg room fires
bfg and runs out so that when they come into view, tracers from the prefired
bfg ball hit the area im waiting in.  I hear the bfg and time it so that right
when they come around i shoot them with ssg and run back into the blue room,
hiding myself from bfg. 

In ZDaemon (which has unlagged code) i can hit this shot and escape damage
nearly 100% of the time vs any player regardless of ping.  I tested it in
odamex under a few different conditions and found the following:

-vs a low ping player with tic buffer off i can hit the shot consistently
-vs a low ping player with tic buffer on i cant hit the shot without taking
damage
-vs a high ping player with tic buffer on any setting i cant hit the shot
without taking damage

Here are demos for the tests: http://speedy.sh/7jHTP/PINGADVANTAGE.zip
Here is a demo verifying zdaemon behavior:
http://www.speedyshare.com/tEVkv/jkist-capo-bfgtestzdaemon-zddl4.108.zip

I talked to DevastatioN and in doom2.exe you should be able to shoot the player
with ssg and not take bfg damage, so the zdaemon behavior is ideal.  Why does
ticbuffer and high ping break this behavior?  Could it be that the bfg sound is
not being played at the correct time under these conditions so that i cannot
time it correctly? If you look at the demos where i play vs high pingers or
have tick buffer on.. in many shots i am pushing it to the limit in terms of
shooting and dodging. I dont think i can get out of they way any quicker. it
seems that high ping and ticbuffer give a boost to the attacker that they realy
shoudln't have.

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  • » [odamex-bug-reporter] [Bug 882] New: weird ticbuffer/high ping timing behavior - odamex-bugtracker