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Old 20 April 2023, 11:11   #2201
abu_the_monkey
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@grond

I don't know, I will check this when I get home this evening.
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Old 20 April 2023, 14:36   #2202
Karlos
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I think I have a lead. There's bit of code that modifies an undefined offset in the entity structure separately for player 1 and player 2.
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Old 20 April 2023, 14:53   #2203
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Sounds promising
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Old 20 April 2023, 15:35   #2204
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Sounds promising
It's a stretch, but we'll see. If it turns out to be the cause it's going to need a big WTF comment...
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Old 20 April 2023, 16:28   #2205
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It's a stretch, but we'll see. If it turns out to be the cause it's going to need a big WTF comment...
Actually that particular difference I did already handle, but I've found a small number of others, too.
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Old 20 April 2023, 17:41   #2206
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If you do the same thing with one of the weapons that have the projectile travel across the room before hitting the wall, does the glitch occur when you fire or when the shot hits the wall?
just checked and it happens the moment you press fire with the projectile weapons.
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Old 20 April 2023, 17:43   #2207
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just checked and it happens the moment you press fire with the projectile weapons.
"It's an instantaneous shot...... but it's the only lead we've got." :-)
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Old 20 April 2023, 17:50   #2208
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I've reintroduced a number of small divergences, one of which may have been responsible. The code in Plr1_Shot and Plr2_Shot contained a number of small, differences that I'd overlooked. In that code, "player 2" is always the remote player and not specifically master or slave. There was a bit of code that checks if it the player is the slave player and had opposite branching semantics for player 1 and 2.

I've implemented that at the smallest scope so that I didn't just end up splitting all the code back out into two completely separate paths.

Hopefully it fixes the issue.
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Old 20 April 2023, 17:54   #2209
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that sounds logical, hopefully it has the desired affect
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Old 20 April 2023, 18:14   #2210
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Hasn't broken single player so far.
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Old 20 April 2023, 18:20   #2211
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@Karlos

I just ran a quick test with the latest push and the map no longer has the issue (from very limited testing ie. start level A, fire off a few shots as player 2 with the map enabled on both players).

However the weapon animations no longer run for either player

I will test more thoroughly later.
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Old 20 April 2023, 18:23   #2212
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Whackamole...
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Old 20 April 2023, 20:19   #2213
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@Karlos

I just ran a quick test with the latest push and the map no longer has the issue (from very limited testing ie. start level A, fire off a few shots as player 2 with the map enabled on both players).

However the weapon animations no longer run for either player

I will test more thoroughly later.
I think this will be an animation counter thing, I bet.
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Old 20 April 2023, 20:27   #2214
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when you select the rocket launcher, its animation of the sight popping out does run which is odd.
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Old 20 April 2023, 21:20   #2215
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I think I may have found another bug.
Entering the water at the start of level F in your mod seems crash the game for me.
I will have to test this in other levels to be sure it is not just my installation of the mod.
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Old 20 April 2023, 21:24   #2216
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I think I may have found another bug.
Entering the water at the start of level F in your mod seems crash the game for me.
I will have to test this in other levels to be sure it is not just my installation of the mod.
That doesn't happen for me.
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Old 20 April 2023, 21:28   #2217
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seems to be my install. it only happens at the first water pool in level F of your mod, the second one after the teleport at the bottom of the big lift is fine. all other shallow water pools I could think of to check are fine also.

I will update my install later

edit: downloaded the latest version form git and all is fine now, panic over

Last edited by abu_the_monkey; 20 April 2023 at 21:46.
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Old 20 April 2023, 22:36   #2218
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I'm not going to get time to dig into it, but there's a bit of code where the structure offset EntT_Timer1_w is used differently for player 1 and player 2. One adds 128 to the offset, the other adds 64. This is the place I originally spoke of, that I said I'd handled. It's possible that the handling code was wrong and worked only because of side effects of the defects that have just been fixed. I can't remember exactly where it is in the code now, but a quick grep or use of your preferred IDE's find in files should do it.

I think that handling code may already be merged in the first round of refactoring so it's not necessarily in this PR.

Here is a reference in the current PR, but I believe this one is correct: https://github.com/0xABADCAFE/alienb...player.s#L1171

If you can find it, feel free to experiment!
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Old 20 April 2023, 23:43   #2219
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I will have a peek tomorrow when my eyes are not so tired

probably still just go round in circles, but at least it will not hurt my brain (as much)
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Old 21 April 2023, 00:50   #2220
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I will have a peek tomorrow when my eyes are not so tired

probably still just go round in circles, but at least it will not hurt my brain (as much)
I'll take a quick look before bed...

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