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IDProjectCategoryView StatusDate SubmittedLast Update
0000269SoldatMultiplayerpublic2012-11-29 08:172015-04-17 15:50
Assigned To 
Platformx86OSWindowsOS VersionXP SP3
Product Version1.6.3 
Target VersionFixed in Version 
Summary0000269: Client movement prediction for only-team-collide polygons wrong
DescriptionThis one shouldn't be hard to fix.
Your client judges other players' future movement based on their current position and velocity. When the other player will hit a polygon, your client calculates, where he would be bounced off to, and simulate this until the package with the actual info arrives.
As I understand it, the client currently judges based on how the own player would collide in that situation.
However, with the aspect of only-team-colliding polygons this can be terribly wrong and you see the other person warping all over when he quickly passes several of those polygons.
Steps To ReproduceI can provide a demo if it's needed.
Additional InformationThe same issue might apply to only-bullet-team polygons?
TagsNo tags attached.
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-  Notes
TheOne (reporter)
2012-12-06 08:15

Ah, I didn't see the other bug report with this. Can be closed I guess.
homerofgods (updater)
2014-04-02 19:06
edited on: 2015-04-17 11:15

What other bugreport?

Devs is this easy to fix? Do you need a demo?

homerofgods (updater)
2015-04-17 15:50

Both MrBungle and Fryer is saying this bug was fixed some time ago, so I'm closing it

- Issue History
Date Modified Username Field Change
2012-11-29 08:17 TheOne New Issue
2012-12-01 16:24 Falcon Status new => confirmed
2012-12-06 08:15 TheOne Note Added: 0001646
2014-04-02 19:06 homerofgods Note Added: 0002180
2015-04-17 11:13 homerofgods Note Edited: 0002180 View Revisions
2015-04-17 11:15 homerofgods Note Edited: 0002180 View Revisions
2015-04-17 11:15 homerofgods Note Edited: 0002180 View Revisions
2015-04-17 15:50 homerofgods Note Added: 0002425
2015-04-17 15:50 homerofgods Status confirmed => closed
2015-04-17 15:50 homerofgods Resolution open => fixed

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