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Viewing Bug #83: Behemoth animation sync
Category Savage Client Posted By Last Updated Aug 22, 2010
Assigned to biggeruniverse Status Confirmed Priority Normal
Affected Products Not Specified
Description Behe animation needs to be synced. Like when your spawning at a flag, the animation just begins but only for you, in the world it hits as  it pleases. Leaving you blocking at the wrong moment. The only unit with somewhat long atack anim, this should not be regarded as a minor glitch.

Pages: [1]

on 2008-08-30 23:12:07

The severity for this bug has been changed from 4 - Low to 3 - Normal.

on 2008-09-02 00:02:45

The status for this bug has been changed from Open - Unconfirmed to Open - Confirmed.
Code Poet
Full Member

on 2009-01-23 03:36:12

If you load two instances on your local machine (one running a game and server and the second connected to it), the sync bug appears roughly 1/4 times when the second (non-behemoth) window has focus.  When the first (behemoth) window has focus, the sync issue rarely appears in the second.

Additionally, if the second window is allowed to idle long enough that the behemoth vanishes, allowing the behemoth to start swinging in the first window and then switching to the second mid-swing shows the animation beginning from the start, forcing a desync.
I make maps and stuff
Super Hero Member

on 2009-01-31 13:20:22

The bugged sacrefice sound could have the same origin
Disrespectful Newerth Coder and Occasional Admin
Hero Member

on 2010-06-12 15:47:58

Automated Messages:
The assignee of this bug has been changed to biggeruniverse.
The priority for this bug has been changed from High to Normal.

on 2010-08-22 17:46:30

Probably related to fake melee attacks when mashing melee button at blocked state
Pages: [1]
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