+CLIENTSIDEONLY - When in latest SVN?

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Tormentor667
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+CLIENTSIDEONLY - When in latest SVN?

Post by Tormentor667 »

When is this flag going to be implemented into the latest SVN of ZDoom and GZDoom?
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Re: +CLIENTSIDEONLY - When in latest SVN?

Post by Project Shadowcat »

You have got to be one of the most impatient people I know on this forum.
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Re: +CLIENTSIDEONLY - When in latest SVN?

Post by Unknown_Assassin »

Can you wait? I mean you could work on other projects in the meantime.
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Re: +CLIENTSIDEONLY - When in latest SVN?

Post by NiGHTMARE »

No offence Torm, but if I was Graf I would be half-inclined to NEVER include it simply because you're bugging him about it so much :P.
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Re: +CLIENTSIDEONLY - When in latest SVN?

Post by Enjay »

Tormentor667's self-elected custom title on DRD wrote:Mr. Impatience
The man has a reputation to live up to. ;)
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Re: +CLIENTSIDEONLY - When in latest SVN?

Post by DavidB1000 »

Um, okay, what exactly is Clientsideonly, besides a flag that looks like a Skulltag joke. :)
I'm guessing it has to do with spawning things online/offline? Lag reducing, I guess?

What's wrong with something like that anyway? I know I got to the Zdoom forums late, but I didn't know Tormentor isn't liked by people...

What did I miss? I lurked for awhile, but apparently, not long enough. I thought that lurking from when 2.0.0 came out was enough, I guess not.
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Re: +CLIENTSIDEONLY - When in latest SVN?

Post by Gez »

CLIENTSIDEONLY is a flag that would do nothing at all on ZDoom, in other word, a dummy flag. In Skulltag's next version, however, it'll have an important effect. As you probably know, ST has a client/server netcode, so everything is run by the server and told to the clients. But the problem is that there are many things that are irrelevant to gameplay which, if networked, are responsible for inducing lag and cluttering up the tubes of the intarweb. For example, let's say you've got a map with rain, each drop of rain is an actor and each drop of rain's position, momentum, and so on is transmitted through the net. Since it's a purely visual gimmick with no influence on gameplay at all (I'm not talking about Heretic's acid rain here), this is horribly inefficient and it would be better if that rain was managed by the client only and completely ignored by the server and the netcode. Okay so far?

Well, this isn't the first attempt to put some things back to the client. For instance, A_SpawnItemEx has a flag that does this. But A_SIX isn't appropriate for all cases because not all actors that are irrelevant to gameplay are spawned during game. Some may be spawned by the map itself, or through other means were A_SIX cannot be used.

So, CLIENTSIDEONLY was devised.

Okay, so now Skulltag has this. Good for them! ZDoom's netcode ignore all those client/server things (essentially, everything is "client-side only" in a way, only player input is networked), so ZDoom doesn't need to support this flag, right? Right. Except that DECORATE doesn't like finding unknown words in actor code. Put +CLIENTSIDEONLY in an actor's definition and ZDoom bombs out and refuse to continue to load. So this means that a mod author that wants to use fancy effects has the choice between supporting ZDoom and having a mod that's virtually unplayable in ST, or supporting ST and having a mod that is really impossible to play in ZDoom.

Unless... Unless CLIENTSIDEONLY is added to the list of dummy flags that ZDoom can ignore gleefully without complaining about the strange, foreign words in DECORATE. And then everyone is happy!
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Re: +CLIENTSIDEONLY - When in latest SVN?

Post by Enjay »

DavidB1000 wrote:I didn't know Tormentor isn't liked by people...
I don't think anyone posting in this thread doesn't like Tormentor. I certainly like him. Nothing wrong with me poking a bit of friendly fun though. ;)
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Re: +CLIENTSIDEONLY - When in latest SVN?

Post by DavidB1000 »

Heh, Fair enough, Enjay, I must have read something wrong...

Thank you Gez, although I had to roll five sanity checks to read all that. My head started hurting... :)

I got the gist of it, so, don't worry. So, how hard would it be to add a dummy flag/code thing? If it takes less than five minutes, and doesn't break anything, I don't see why it would be difficult to add. If it is vastly more complicated, then the solution is something that escapes me, but seems hard.
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Re: +CLIENTSIDEONLY - When in latest SVN?

Post by Graf Zahl »

One line of code, added a few days ago. But I forgot to copy it to GZDoom right away so it took a few more revisions to get there.
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Re: +CLIENTSIDEONLY - When in latest SVN?

Post by Nash »

Enjay wrote: I certainly like him.
Careful when liking him, he might get aroused...
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Re: +CLIENTSIDEONLY - When in latest SVN?

Post by Enjay »

That's why I like him. :lol:
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Re: +CLIENTSIDEONLY - When in latest SVN?

Post by Ghastly »

*Quotes and sends to Enjay's wife*

Sorry, not my best joke, but I do what I can : p
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Re: +CLIENTSIDEONLY - When in latest SVN?

Post by Tormentor667 »

Arrr... that hurts my feelings bad :? ... :lol:

Yes I know, sometimes my impatience can get very annoying, it's just that I have always been a very -if that's the right denotation- agitated person (oh yes, my parents had a hard time with me when I was younger :P) and there are times when I just can't wait working on something, in this case the updates for TUTNT, UTNT:Invasion and Stronghold, to just finally get them 100% working and finished :) I know, this can get annoying sometimes if I start to ask one and the same question in multiple threads, but on the other hand it's a good thing as I get my projects and work done propably very fast :) So don't be too hard, maybe ignore every second of my repeating questions from time to time :lol:

Oh and Enjay, I like you too :) ... so if you will ever have serious trouble with your wife,... you know... I am not married yet :lol:
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Re: +CLIENTSIDEONLY - When in latest SVN?

Post by esselfortium »

Tormentor667 wrote:Oh and Enjay, I like you too :) ... so if you will ever have serious trouble with your wife,... you know... I am not married yet :lol:
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