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View Revisions: Issue #2021 | [ Back to Issue ] | ||
Summary | 0002021: Clients are not made aware of Target pointer if bulletpuff has +PUFFGETSOWNER | ||
Revision | 2014-12-06 02:34 by StrikerMan780 | ||
Steps To Reproduce | Test wad coming soon. Once it's up, just try firing the custom SSG offline, you'll see that there's a spray of bullet tracer actors that target the puffs. Online, they'll still spawn, but the pointers get screwed up royally, and thus tracers will shoot off from the puff instead of the player. | ||
Revision | 2014-12-06 03:27 by Dusk | ||
Steps To Reproduce | zandronum -host -nomonsters -file decorate.txt zandronum -file decorate.txt -connect localhost Shoot a hitscan weapon, the fire should be spawning in your face, not at the impact site. |
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Revision | 2014-12-06 02:34 by StrikerMan780 | ||
Additional Information | 22:03 <TheEnigma> The bullet tracer code that I put together works wonderfully offline, but has a major fucking freakout online. 22:05 <TheEnigma> I'm guessing the pointers of bullet puffs are either not sent to clients at all 22:06 <TheEnigma> or, the pointers of an actor spawned by the server rather than clientside, aren't transferred to clientside spawned actors/effects later (which is a major problem). 22:08 <> Joseph|Away (~joseph_hick@JosephHicks-12929.users.zandronum.com) is now known as Joseph_Hicks 22:14 <TheEnigma> Also:'http://zandronum.com/tracker/file_download.php?file_id=1338&type=bug [^]' 22:14 <Dusk> bullet puffs have no net ids 22:14 <- Devil-AFK (DatAss@argon.rfc1337.net) has quit IRC [Ping timeout: 300 seconds] 22:14 <Dusk> anything that scripts them is prone to break online.. 22:15 <TheEnigma> Any way for them to at least have it so that they spawn with the correct pointers, if at least assigned by the client? Ie, my bulletpuffs that use +PUFFGETSOWNER still has the Target Pointer set correctly/visibly to the client? 22:15 <TheEnigma> Because, that really seems like a bug to me if they don't. 22:15 <TheEnigma> Could REALLY cause problems down the road with one of the new ZDoom features down the road that I can think of 22:16 <TheEnigma> where Teleport Fogs target the owner of the fog. 22:16 <Dusk> problem is that sending netids with bullet puffs will considerably increase bandwidth usage 22:16 <Dusk> perhaps they should be sent with netids if they have PUFFGETSOWNER 22:18 <TheEnigma> I'm just thinking though, is there some way to fix it so that they get assigned the proper owner even if they don't have netids? 22:19 <TheEnigma> Hope I'm making sense 22:19 <Dusk> they have the proper owner 22:20 <Dusk> the problem is that without a netid, the puff is completely unaddressable online 22:20 <Dusk> i.e. it becomes peer-local 22:20 <TheEnigma> And that's understandable, but the effect that I'm pulling off is purely clientside 22:21 <- TheCitrusKiwi (TheCitrusKi@I.am.the.Law) has quit IRC [Connection closed] 22:22 <TheEnigma> Maybe the issue is elsewhere. Perhaps SXF_TRANSFERPOINTERS isn't working on clientside actors, or A_ReArrangePointers 22:22 <TheEnigma> er, A_RearrangePointers* 22:23 <TheEnigma> The whole thing works this way, the bulletpuff spawns a clientside actor, ie: A_SpawnItemEx("MinigunTracerSpawner", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE | SXF_SETMASTER | SXF_TRANSFERPOINTERS, 0) 22:23 <TheEnigma> Then 22:23 <TheEnigma> The new actor does this: TNT1 A 0 A_RearrangePointers(AAPTR_MASTER, AAPTR_TRACER, AAPTR_TARGET, PTROP_NOSAFEGUARDS) 22:24 <Dusk> hmm 22:24 <TheEnigma> Then fires a tracer projectile at the new target, from the source (the puff). 22:24 <TheEnigma> the source being the clientside actor moved in front of the player via A_Fire 22:25 <TheEnigma> I should put together a test wad. 22:25 <Dusk> does the miniguntracerspawner get spawned at all? 22:25 <TheEnigma> Yes 22:25 <Dusk> yeah a testcase would be nice 22:25 <Dusk> i could look into it because even without a netid that should work 22:25 <TheEnigma> The MinigunTracerSpawner does get spawned 22:25 <TheEnigma> and it shoots the tracer 22:26 <Dusk> hmmmmmmmmmmm wait 22:26 <TheEnigma> but not from the player like it should 22:26 <Dusk> but it needs to know the target pointer? 22:26 <- Joseph_Hicks (~joseph_hick@JosephHicks-12929.users.zandronum.com) has quit IRC ["sleeeeeeep pls"] 22:26 <TheEnigma> it spawns from the puff, and shoots in an awkward direction 22:26 <Dusk> it needs to know the target pointer of the puff? 22:26 <TheEnigma> It needs to know the target, and the rearranged pointers to the tracer. 22:26 <Dusk> okay well the client doesn't know this 22:26 <Dusk> which is why this isn't working 22:27 <TheEnigma> Wait 22:27 <TheEnigma> As in the target the puff recieves from PUFFGETSOWNER? 22:27 <TheEnigma> ie, the player who fired it 22:27 <Dusk> yeah the client doesn't know this 22:28 <TheEnigma> Thought you said it did... 22:28 <Dusk> so i'm thinking maybe it should be told it if the puff has PUFFGETSOWNER 22:28 <Dusk> no i never said anything like that 22:28 <TheEnigma> 22:19 <Dusk> they have the proper owner 22:28 <Dusk> they have the owner but only on the server 22:28 <Dusk> i guess i was a bit unclear there 22:29 <TheEnigma> Hmm. 22:29 <Dusk> but yeah as a fix i think the server should sync the target field for puffs if they have PUFFGETSOWNER 22:29 <TheEnigma> Yeah, it'd be nice if they were made aware 22:29 <Dusk> please make a ticket for this, i'll hack it away tomorrow 22:30 <TheEnigma> Also, if clientside predicted puffs are on, they should just get the owner through the clientside. 22:30 <TheEnigma> Since it should already know that you're the shooter... 22:30 <TheEnigma> Dusk: what should I call my report? 22:31 <Dusk> uhh i honestly don't know 22:31 <TheEnigma> "Clients are not made aware of Target pointer if puff has +PUFFGETSOWNER"? 22:31 <Dusk> this is getting a little abstract 22:31 <Dusk> yeah sounds good enough |
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Revision | 2014-12-06 03:27 by Dusk | ||
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Revision | 2014-12-06 17:16 by Dusk | ||
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