MantisBT - Zandronum
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0002449Zandronum[All Projects] Bugpublic2015-09-11 00:032016-11-27 17:12
Ivan 
Torr Samaho 
normalminoralways
assignedopen 
MicrosoftWindowsXP/Vista/7
2.1 
 
0002449: A_CustomMissile won't fire CLIENTSIDEONLY actor
I have a clientside projectile that uses a model. This won't spawn from the tester actor provided in the wad online. Offline, everything is fine.
- Download the file.
- Summon tester
- It won't spawn anything online. Offline it will.
Some extra information I've found during my various attempts: If you change the aimflag to CMF_AIMDIRECTION somehow this will respect the CLIENTSIDEONLY flag of the actor and it will spawn properly. If this projectile is not clientside, there are no problems at all. Also, A_FireCustomMissile does it's job properly, as in my main pk3, I have weapons that shoot clientside tracers and they work fine.
No tags attached.
? tracerbug.pk3 (6,879) 2015-09-11 00:03
https://zandronum.com/tracker/file_download.php?file_id=1649&type=bug
Issue History
2015-09-11 00:03IvanNew Issue
2015-09-11 00:03IvanFile Added: tracerbug.pk3
2015-11-01 16:35Torr SamahoNote Added: 0013725
2015-11-08 16:12Torr SamahoNote Added: 0013764
2015-11-08 16:13Torr SamahoNote Edited: 0013764bug_revision_view_page.php?bugnote_id=13764#r8202
2015-11-08 17:59fr-bloodNote Added: 0013765
2015-11-15 15:38Torr SamahoNote Added: 0013803
2015-11-15 15:38Torr SamahoAssigned To => Torr Samaho
2015-11-15 15:38Torr SamahoStatusnew => feedback
2015-12-26 16:28IvanNote Added: 0014023
2015-12-26 16:28IvanStatusfeedback => assigned
2016-11-27 17:12Torr SamahoNote Added: 0016363
2016-11-27 17:12Torr SamahoProduct Version3.0-beta => 2.1

Notes
(0013725)
Torr Samaho   
2015-11-01 16:35   
The problem is that A_CustomMissile needs to know the target of the actor that's calling the function, but currently the server doesn't inform the clients about the target. To fix this we need to revamp how targets are handled online.
(0013764)
Torr Samaho   
2015-11-08 16:12   
(edited on: 2015-11-08 16:13)
When starting to work on the target synchronization I noticed that the client side monster movement prediction relied on the target being kept empty. I made some quick changes to make the movement prediction compatible with synced targets, but this may still be very buggy. Here is a very experimental testing binary that intentionally still contains some debug output on the clients.

(0013765)
fr-blood   
2015-11-08 17:59   
The same problem happens when a monster use a custom Inventory that spawn a CLIENTSIDEONLY actor online, nothing appears.
(0013803)
Torr Samaho   
2015-11-15 15:38   
Any feedback regarding the special testing build I posted?
(0014023)
Ivan   
2015-12-26 16:28   
The build works as it's intended to work in online games. Tested in both Cooperative and Survival modes just to be sure. Also works in offline.
(0016363)
Torr Samaho   
2016-11-27 17:12   
For the record, this problem already occurred in 2.1.2.