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CLIENTSIDEONLY flag

 
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MidnightWolf
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Joined: 24 Nov 2011
Location: Hungary

PostPosted: Fri Nov 25, 2011 7:44 pm    Post subject: CLIENTSIDEONLY flag Reply with quote

Skulltag has this flag for actors that does not need to be synced online. Useful for purely decorative things, like projectile based weather. This way bandwith can be spared. See: http://zdoom.org/wiki/Skulltag_features
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Sr69Mm-jC
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Joined: 21 Jul 2011

PostPosted: Fri Nov 25, 2011 7:55 pm    Post subject: Reply with quote

Pretty sure ZD dev team doesn't really like it when people ask for something just "because they made it in Skulltag". Neither do I, actually.. If they start implementing flags like this I'd ask for a hundred more of such minor flags/features.
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MidnightWolf
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Joined: 24 Nov 2011
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PostPosted: Fri Nov 25, 2011 8:22 pm    Post subject: Reply with quote

I don't ask this just "because they made it in Skulltag". I ask for a flag that spares bandwith when mappers use many decorative objects (like projectile weather) by spawning them only on client side. It would be wise to name the flag like Skulltag does it, for compatibility (although they don't have such in dehacked AFAIK), wouldn't it? You don't seem to be able to make a difference between an unreasonable eyecandy feature and a feature that is actually useful in an online port.
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Cybershark
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Joined: 05 Jan 2005
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PostPosted: Sat Dec 03, 2011 12:47 pm    Post subject: Reply with quote

Great idea, which has definitely been raised in the past for strictly decorative actors.
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Aeyesx
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Joined: 13 Oct 2012
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PostPosted: Fri Sep 20, 2013 8:34 am    Post subject: Reply with quote

I am definitevly for, reduces bandwidth, more lag-free, in 1.10, yay! ^.^
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bless_
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Joined: 12 Sep 2012
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PostPosted: Sun Sep 22, 2013 7:39 am    Post subject: Reply with quote

I'm with you MidnightWolf.
Would be neat to see this implemented!

-
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Sr69Mm-jC
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Joined: 21 Jul 2011

PostPosted: Sun Sep 22, 2013 8:08 am    Post subject: Reply with quote

I've just read my own post above and wow, I must have been an idiot those two years ago Very Happy

edit: some typos


Last edited by Sr69Mm-jC on Sun Sep 22, 2013 5:17 pm; edited 3 times in total
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Ronald
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Joined: 17 Aug 2005
Location: Netherlands Clan: [QnB]

PostPosted: Sun Sep 22, 2013 9:59 am    Post subject: Reply with quote

Sr69Mm-jC wrote:
I've just read my own past above and wow, I must have been an idiot those years ago Very Happy


You think that changed over the years? Rolling Eyes
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Sr69Mm-jC
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PostPosted: Sun Sep 22, 2013 11:43 am    Post subject: Reply with quote

Ronald wrote:
You think that changed over the years? Rolling Eyes

I expected that comment. Smile
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Aeyesx
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PostPosted: Sat Oct 19, 2013 8:01 am    Post subject: Reply with quote

57. Added flag CLIENTSIDE for Dehacked,

> Feature has been implemented for 1.10, thread can be now moved to accepted/implemented features ~
- Thanks Kilgore
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Body-Guard
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Joined: 08 Jan 2006
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PostPosted: Sun Oct 20, 2013 9:33 am    Post subject: Reply with quote

F**K YES Exclamation Thanks, this opens up a whole new era for special effects!
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Body-Guard
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PostPosted: Thu Dec 19, 2013 1:23 pm    Post subject: Reply with quote

1 question: how will zdaemon handle scripts that spawn CLIENTSIDE actors? It seems to be unnecessary to execute those on the server, and perhaps there comes in skulltag's clientside script flag:

(from zdoom skulltag specific wiki)

Code:
Skulltag handles "net" scripts differently. There is a "clientside" type which means the script is ran on a local machine rather than on the server. By default, scripts are executed server-side. In previous versions net changed the script to clientside, but because that automatically made it so users could execute (puke) that script there was no way to make a non-player executable clientside script.

Clientside and net scripts can be combined to create a desirable method of execution.

    net - Can be executed by the puke command, server-side script.
    clientside - Cannot be executed via the puke command, client-side script.
    net clientside - Can be executed by the puke command, client-side script.

To bring back the old behavior of net being both clientside and puke executable, you can set a new server CVAR "compat_netscriptsareclientside" to 1.


eg.:

Script 1 open CLIENTSIDE
{
//do stuff
}

With this, the server only sends the instruction to the clients to start the script, and everything done in the script after is handled on the client only.
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Aeyesx
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PostPosted: Sat Dec 21, 2013 11:52 am    Post subject: Reply with quote

From all i know its just dehacked flag like
Bits = NOGRAVITY|CLIENTSIDE
you know~
hm do we need ACS interface at all? Maybie~
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Aeyesx
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PostPosted: Fri Dec 27, 2013 4:59 pm    Post subject: Reply with quote

1.10 test~ Bad news, seems we're ducked up...
There is demo wad CLICK



Clientside itself is not much usefull,
for some effect seems we're gonna need more complex solution as Doomer said above
Phenex2 said that this may be more complicated then it seems yay crap >.<
So new feature reguest or any ideas?
Edit: Okay seems there MIGHT be giant way how utilize it! Just hold on to test it ~
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JC
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Joined: 24 Sep 2012

PostPosted: Sat Dec 28, 2013 4:58 pm    Post subject: Reply with quote

I think it's not "CLIENTSIDE" but "CLIENTSIDEONLY"
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Aeyesx
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PostPosted: Tue Dec 31, 2013 1:06 pm    Post subject: Reply with quote

It is (at least in zdoom world), There it's called CLIENTSIDE for sure. I tried to create Spawners for rain, every possible stuff to utilize it, but it seems its tiiiiny bit unfunctional yet because it don't save any bandwith :/.
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phenex2
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PostPosted: Tue Dec 31, 2013 3:23 pm    Post subject: Reply with quote

JC is right! it is a typo in the changelog, try CLIENTSIDEONLY.
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Kilgore
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Joined: 17 Jun 2003
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PostPosted: Tue Dec 31, 2013 6:35 pm    Post subject: Reply with quote

I just added the string "CLIENTSIDE" as a synonym to "CLIENTSIDEONLY" Smile
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Aeyesx
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PostPosted: Tue Dec 31, 2013 6:58 pm    Post subject: Reply with quote

Verified works ~ :3 Thank you JC even Phenex2 even Kilgore and everyone who makes this possible, now we can create snowdrops or even Rain using SPAWNERS
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Body-Guard
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PostPosted: Wed Jan 01, 2014 1:16 am    Post subject: Reply with quote

Yes, thanks devs, and happy new year! Smile
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