Bug #112

SpawnSafety not so safe

Added by Andrew Grondalski 32 days ago. Updated 17 days ago.

Status :Need Feedback Start :14/04/2008
Priority :Normal Due date :
Assigned to :- % Done :

0%

Category :Game Options
Target version :1.35

Description

General testing of spawn safety would lead you to believe it works correctly, but I've seen some telefrags when I'm sure not all spawn points are blocked. I think it happens only when someone is moving over a spawn point very quickly (seen it most in ctf).

ezquake000.jpg (258.8 KB) Tero Parkkonen, 29/04/2008 16:27

2on2_bs_vs_cmf_dm4_290408-1529.mvd (1.1 MB) Tero Parkkonen, 29/04/2008 16:27

History

15/04/2008 03:30 - Tero Parkkonen

  • Status changed from New to Need Feedback
  • Priority changed from Low to Normal
  • Target version set to 1.35

There is a possibility that spawns are bugged in a way that you can actually get spawntelefragged if you are not on the spawn area when spawn happens but you are going towards the spawn and bump into the spawn-effect. In this case the player would see the telefrag and feel that he is still moving before getting gibbed (a delayed spawn telefrag).

I've experienced this quite a few times and it actually feels like a bug. However we will need demo so we can confirm this properly. Get one and attach it and we'll debug if it's truly a bug or not.

29/04/2008 16:27 - Tero Parkkonen

Ok, here we go.

1) go to the place where the screenshot points (free cam mode)

2) demo_setspeed 1 (1% of normal)

3) demo_jump 5:17

The respawn happens, my controlled player moves quite a long time towards the respawn area and does not get telefragged at first, but after some more travelled distance the telefrag happens delayed. It's pretty obvious that 1) the respawn telefrag doesn't happen the moment respawn happens and 2) the player actually moves and bumps into the respawn effect area.

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