Source Code Project Mantis - FSSCP
View Issue Details
0001720FSSCPmultiplayerpublic2008-07-03 22:322008-11-10 19:58
ReporterFUBAR-BDHR 
Assigned Totaylor 
PrioritynormalSeveritytrivialReproducibilitysometimes
StatusresolvedResolutionfixed 
PlatformOSOS Version
Product Version3.6.9 
Target VersionFixed in Version3.6.10 
Summary0001720: Sometimes client reports host ship as 0 hull when the host is still alive with 1 hull left
DescriptionThat pretty much sums it up.
Additional InformationTBP 3.6.9 build but I'm pretty sure this one has been around since retail.
TagsNo tags attached.
Attached Filesjpg screen0256.jpg (76,675) 2008-07-03 22:32
http://scp.indiegames.us/mantis/file_download.php?file_id=1052&type=bug
jpg

jpg screen0017.jpg (52,308) 2008-10-21 00:01
http://scp.indiegames.us/mantis/file_download.php?file_id=1120&type=bug
jpg

jpg screen0018.jpg (57,660) 2008-10-21 00:02
http://scp.indiegames.us/mantis/file_download.php?file_id=1121&type=bug
jpg

jpg screen0019.jpg (58,082) 2008-10-21 00:02
http://scp.indiegames.us/mantis/file_download.php?file_id=1122&type=bug
jpg

jpg screen0133.jpg (69,961) 2008-10-23 01:29
http://scp.indiegames.us/mantis/file_download.php?file_id=1126&type=bug
jpg

Notes
(0010077)
FUBAR-BDHR   
2008-10-21 00:03   
Attached 3 new screenshots. This time hosting on a standalone. The ships have even fully recovered their shields even though reporting 0 hull.
(0010078)
taylor   
2008-10-21 01:56   
I think that this is because it can technically have < 1% hull, but the math in there needs it to be at least 1% when going over the wire. It just gets round down to 0 from loss of precision basically. Fixing it doesn't look difficult, I just want to make sure that nothing is going to get broken in the process. :)
(0010083)
FUBAR-BDHR   
2008-10-21 16:09   
It hit me sometime last night while not sleeping that there are possibly 2 different bugs here. The original report was for clients seeing the host ship as 0 when it wasn't. Only seen in TvT and Dogfight. Yesterday was the first time I've ever seen this happen with an AI ship in a Coop mission. They still could be the same problem. It could be the ones from yesterday only happen on a standalone though.
(0010084)
taylor   
2008-10-21 16:22   
There are actually two different places that the information gets sent over the network, so it is easily possible that some situations will do it one way and other situations will use another. It is done in two very different ways too, which makes it a bit annoying.

I should have at least one fixed but I haven't figured out exactly how best to deal with the other one just yet.
(0010103)
FUBAR-BDHR   
2008-10-23 01:30   
Uploaded another screenshot. First time I've ever seen this with a cap ship.
(0010169)
taylor   
2008-11-10 19:58   
Fixered.

Issue History
2008-07-03 22:32FUBAR-BDHRNew Issue
2008-07-03 22:32FUBAR-BDHRFile Added: screen0256.jpg
2008-10-21 00:01FUBAR-BDHRFile Added: screen0017.jpg
2008-10-21 00:02FUBAR-BDHRFile Added: screen0018.jpg
2008-10-21 00:02FUBAR-BDHRFile Added: screen0019.jpg
2008-10-21 00:03FUBAR-BDHRNote Added: 0010077
2008-10-21 01:56taylorNote Added: 0010078
2008-10-21 16:09FUBAR-BDHRNote Added: 0010083
2008-10-21 16:22taylorNote Added: 0010084
2008-10-21 16:23taylorStatusnew => assigned
2008-10-21 16:23taylorAssigned To => taylor
2008-10-23 01:29FUBAR-BDHRFile Added: screen0133.jpg
2008-10-23 01:30FUBAR-BDHRNote Added: 0010103
2008-11-10 19:58taylorStatusassigned => resolved
2008-11-10 19:58taylorFixed in Version => 3.6.10
2008-11-10 19:58taylorResolutionopen => fixed
2008-11-10 19:58taylorNote Added: 0010169