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IDProjectCategoryView StatusDate SubmittedLast Update
0000801Zandronum[All Projects] Bugpublic2012-04-22 16:572018-09-30 19:52
Reporterunknownna 
Assigned ToDusk 
PrioritynormalSeverityminorReproducibilityalways
StatusclosedResolutionfixed 
PlatformOSOS Version
Product Version98d 
Target VersionFixed in Version1.0 
Summary0000801: MageWandSmoke actor not removed online
DescriptionAttached screenshot.
Additional Information
Actor DoomPlayer_02 : DoomPlayer
{
    Player.StartItem "Pistol_02"
}

Actor Pistol_02 : Pistol
{
    Weapon.SlotNumber 2
    Weapon.AmmoUse 0
    States
    {
    Fire:
        PISG A 5 A_FireCustomMissile ("RailBotBeam")
        Goto Ready
    }
}

Actor RailBotBeam : MageWandMissile
{
    Speed 10
    FastSpeed 20
    SeeSound "*fist"
    DeathSound "*fist"
    -RIPPER
    States
    {
    Spawn:
        PLAY CD 4 Bright
        Loop
    Death:
        PLAY E 4 Bright
        PLAY F 3 Bright
        PLAY G 4 Bright
        PLAY H 3 Bright
        PLAY I 4 Bright
        Stop
    }
}

Actor BeamTrail : MageWandSmoke replaces MageWandSmoke
{
    States
    {
    Spawn:
        BAL1 A 2 bright
    Fade:
        BAL1 A 1 bright A_FadeOut(0.1)
        Loop
    }
}
Attached Files? file icon magewandsmoke_01.wad [^] (769 bytes) 2012-04-22 16:57
png file icon Screenshot_Doom_20120422_185449.png [^] (43,596 bytes) 2012-04-22 16:58

- Relationships
related to 0000240closedTorr Samaho Heretic, powered dragon claw 

-  Notes
User avatar (0003404)
Dusk (developer)
2012-04-23 14:28

Added proper network handling for MageWandSmoke. Effects applied to it should work properly online. In the process, MageWandSmoke now has +CLIENTSIDEONLY to prevent bandwidth hogging:
'https://bitbucket.org/CrimsonDusk/notebola/changeset/6777bafb17c3 [^]'

I also moved shouldActorNotBeSpawned to network.cpp (and applied NETWORK_InClientMode) so that the mage wand smoke can use it.

My reasoning for +CLIENTSIDEONLY for MageWandSmoke: since there was no synchronization of the smoke actors in the first place, any effects used on it did not work. Like A_FadeOut this ticket was created for. This means that you could never have such codepointers in the smoke and have it working online - and there was no bug reports about it until now. Therefore, adding +CLIENTSIDEONLY to the smoke should be safe. Leaving it out would cause a major bandwidth issue with Hexen, as the mage wand is a rather often used weapon and spawns a lot of these trail actors.
User avatar (0003422)
Torr Samaho (administrator)
2012-04-25 02:07
edited on: 2012-04-25 12:18

You should be very, very hesitant when altering ZDoom's DECORATE code. Any mod that derives from MageWandSmoke may break if you make any alterations to the code.

Something that is less likely to break here would be handle this similar to what A_CustomMissile is doing when the client spawns something on its own: If you are concerned about the bandwidth, let the client handling the spawning (like it already did since the code was not adapted for Skulltag's c/s approach) but give the actor the client spawned on its own the CLIENTSIDEONLY flag:

        AActor *mo = Spawn ("MageWandSmoke", x, y, hitz, ALLOW_REPLACE);
        if ( NETWORK_InClientMode( ) )
            mo ->ulNetworkFlags |= NETFL_CLIENTSIDEONLY;


BTW: Why did you put the SERVERCOMMANDS_SpawnThing call in there? Since you added CLIENTSIDEONLY to the actor definition, the server will not spawn anything and this code will never be called.

EDIT: I'm not really sure if we want to make this client side. Of course it works for vanilla Hexen, but we have to be aware that it will break mods that replace "MageWandSmoke" with something that's not purely for visual effects. Of course those mods never worked properly in Skulltag since AMageWandMissile::Effect didn't have any special c/s handling.

User avatar (0003503)
Dusk (developer)
2012-04-30 01:24

I was assuming that actors deriving and replacing MageWandSmoke would be effects-only because of the nature of the code. Though, your approach is certainly a lot better...
User avatar (0003708)
Torr Samaho (administrator)
2012-06-09 13:52

Since it won't make things worse than they already are I added the patch from 0000801:0003422.
User avatar (0004197)
Watermelon (developer)
2012-08-02 13:49

Confirmed to work online, fadeout done properly, seems to be no apparent lag on my end.

Issue Community Support
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If you feel that is not the case, please reopen it and explain why.
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- Issue History
Date Modified Username Field Change
2012-04-22 16:57 unknownna New Issue
2012-04-22 16:57 unknownna File Added: magewandsmoke_01.wad
2012-04-22 16:57 unknownna Status new => confirmed
2012-04-22 16:57 unknownna Additional Information Updated View Revisions
2012-04-22 16:58 unknownna File Added: Screenshot_Doom_20120422_185449.png
2012-04-22 17:05 unknownna Relationship added related to 0000240
2012-04-22 18:27 Dusk Assigned To => Dusk
2012-04-22 18:27 Dusk Status confirmed => assigned
2012-04-23 14:28 Dusk Note Added: 0003404
2012-04-23 14:28 Dusk Status assigned => needs review
2012-04-25 02:07 Torr Samaho Note Added: 0003422
2012-04-25 02:07 Torr Samaho Status needs review => feedback
2012-04-25 02:08 Torr Samaho Note Edited: 0003422 View Revisions
2012-04-25 02:08 Torr Samaho Note Revision Dropped: 3422: 0001833
2012-04-25 12:15 Torr Samaho Note Edited: 0003422 View Revisions
2012-04-25 12:18 Torr Samaho Note Edited: 0003422 View Revisions
2012-04-30 01:24 Dusk Note Added: 0003503
2012-05-13 23:59 Dusk Status feedback => assigned
2012-06-09 13:22 Torr Samaho Category General => Bug
2012-06-09 13:52 Torr Samaho Note Added: 0003708
2012-06-09 13:52 Torr Samaho Status assigned => needs testing
2012-08-02 13:49 Watermelon Note Added: 0004197
2012-08-02 19:10 Torr Samaho Status needs testing => resolved
2012-08-02 19:10 Torr Samaho Fixed in Version => 1.0
2012-08-02 19:10 Torr Samaho Resolution open => fixed
2018-09-30 19:52 Blzut3 Status resolved => closed






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