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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0002449 | Zandronum | [All Projects] Bug | public | 2015-09-11 00:03 | 2016-11-27 17:12 | ||||||||
Reporter | Ivan | ||||||||||||
Assigned To | Torr Samaho | ||||||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||||||
Status | assigned | Resolution | open | ||||||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||||||
Product Version | 2.1 | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0002449: A_CustomMissile won't fire CLIENTSIDEONLY actor | ||||||||||||
Description | 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. | ||||||||||||
Steps To Reproduce | - Download the file. - Summon tester - It won't spawn anything online. Offline it will. | ||||||||||||
Additional Information | 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. | ||||||||||||
Attached Files | ![]() | ||||||||||||
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Torr Samaho (administrator) 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. |
Torr Samaho (administrator) 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. |
fr-blood (reporter) 2015-11-08 17:59 |
The same problem happens when a monster use a custom Inventory that spawn a CLIENTSIDEONLY actor online, nothing appears. |
Torr Samaho (administrator) 2015-11-15 15:38 |
Any feedback regarding the special testing build I posted? |
Ivan (reporter) 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. |
Torr Samaho (administrator) 2016-11-27 17:12 |
For the record, this problem already occurred in 2.1.2. |
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Supporters: | No one explicitly supports this issue yet. |
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Date Modified | Username | Field | Change |
2015-09-11 00:03 | Ivan | New Issue | |
2015-09-11 00:03 | Ivan | File Added: tracerbug.pk3 | |
2015-11-01 16:35 | Torr Samaho | Note Added: 0013725 | |
2015-11-08 16:12 | Torr Samaho | Note Added: 0013764 | |
2015-11-08 16:13 | Torr Samaho | Note Edited: 0013764 | View Revisions |
2015-11-08 17:59 | fr-blood | Note Added: 0013765 | |
2015-11-15 15:38 | Torr Samaho | Note Added: 0013803 | |
2015-11-15 15:38 | Torr Samaho | Assigned To | => Torr Samaho |
2015-11-15 15:38 | Torr Samaho | Status | new => feedback |
2015-12-26 16:28 | Ivan | Note Added: 0014023 | |
2015-12-26 16:28 | Ivan | Status | feedback => assigned |
2016-11-27 17:12 | Torr Samaho | Note Added: 0016363 | |
2016-11-27 17:12 | Torr Samaho | Product Version | 3.0-beta => 2.1 |
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