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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0002932 | Zandronum | [All Projects] Bug | public | 2016-11-25 18:40 | 2017-04-30 01:46 | ||||
Reporter | Catastrophe | ||||||||
Assigned To | |||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||
Status | closed | Resolution | no change required | ||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||
Product Version | 2.1 | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0002932: OPEN CLIENTSIDE scripts do not run upon connection | ||||||||
Description | Hello, the wiki states "Open scripts will executed by the world when the level loads on the client (i.e. upon connection)". From my investigations however, this does not appear to be the case. To demonstrate, I have prepared two wads, both which spawn a skybox if you are using open-gl upon connection. Currently, for a clientsided script to run upon connection, you you need two scripts like this: openclientside-bug.pk3:'http://pastebin.com/raw/EthaZ1bA [^]' However, this SHOULD be doable in one script without loops as demonstrated in openclientside-should.pk3:'http://pastebin.com/raw/w0Fm6LP0 [^]' Unfortunately, that is not the case for 2.0, 2.1, and the latest publicly-available beta build. To my knowledge, this strange behavior has been around for years now. | ||||||||
Steps To Reproduce | Just host a server loading either of the wads and connect, don't join the game. | ||||||||
Additional Information | openclientside-bug.pk3 -> How to run clientside scripts upon connection currently openclientside-should.pk3 -> How it should be, but isn't. | ||||||||
Attached Files | openclientside-bug.pk3 [^] (2,389 bytes) 2016-11-25 18:40 openclientside-should.pk3 [^] (2,273 bytes) 2016-11-25 18:40 openclientside-fixed.pk3 [^] (2,323 bytes) 2017-04-27 14:39 | ||||||||
Notes | |
(0017363) Korshun (reporter) 2017-04-27 14:36 edited on: 2017-04-27 14:38 |
> if(consoleplayernumber() != playernumber()) terminate; OPEN scripts (including CLIENTSIDE) don't have an activator. Remove this line. This script works: script 1 OPEN CLIENTSIDE { printbold(s:"This is an open clientside script. It only runs on the client that has connected. It doesn't run for other clients when a client connects."); } |
(0017370) Fused (reporter) 2017-04-27 18:46 edited on: 2017-04-27 18:48 |
The whole OPEN CLIENTSIDE script type is weird in general. I guess since the game does not take spectators as activators, you really cannot to a lot with this scripttype, unless you wanna use ConsolePlayerNumber() everywhere. It would be great if you could set them as activators, instead of having everybody force to join first. But I guess this would mean a rewrite of the existing system, and possibly breaking mods? |
(0017372) Korshun (reporter) 2017-04-27 19:21 edited on: 2017-04-27 19:21 |
The OPEN CLIENTSIDE script type is not weird at all. It's just a script that is ran by the client when it loads the level. And what can you do with a spectator activator? This should be a separate feature request. |
(0017375) Fused (reporter) 2017-04-27 20:05 |
Quote Well in that case you could also just use an ENTER CLIENTSIDE type script for this. This will only not work for spectators of course like said above. I guess another ticket for it is indeed best. |
(0017377) ibm5155 (reporter) 2017-04-27 21:13 |
-open clientside will only be executed when the map start. -no need for printbold in clientside, print should work just fine. you could make a clientside connect script that calls all those open clientside script... If I remember clientside works fine with spectators, the only problem is that as a spectator, you do not have a body to register your movments and also your position . AND that's a nice feature that could be done, do something so GetPlayerInput works for spectators only if called by a clientside script (so there's no need to send those data for the server) |
(0017412) Torr Samaho (administrator) 2017-04-29 16:34 |
Let me quote the ZDoom Wiki:Quote So it sounds to me as if OPEN CLIENTSIDE already work as intended. |
(0017433) Catastrophe (reporter) 2017-04-29 22:24 |
In that case, this can be closed then. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
|
Supporters: | No one explicitly supports this issue yet. |
Opponents: | Korshun |
Issue History | |||
Date Modified | Username | Field | Change |
2016-11-25 18:40 | Catastrophe | New Issue | |
2016-11-25 18:40 | Catastrophe | File Added: openclientside-bug.pk3 | |
2016-11-25 18:40 | Catastrophe | File Added: openclientside-should.pk3 | |
2017-04-27 14:36 | Korshun | Note Added: 0017363 | |
2017-04-27 14:38 | Korshun | Note Edited: 0017363 | View Revisions |
2017-04-27 14:39 | Korshun | File Added: openclientside-fixed.pk3 | |
2017-04-27 18:46 | Fused | Note Added: 0017370 | |
2017-04-27 18:47 | Fused | Note Edited: 0017370 | View Revisions |
2017-04-27 18:48 | Fused | Note Edited: 0017370 | View Revisions |
2017-04-27 19:21 | Korshun | Note Added: 0017372 | |
2017-04-27 19:21 | Korshun | Note Edited: 0017372 | View Revisions |
2017-04-27 20:05 | Fused | Note Added: 0017375 | |
2017-04-27 21:13 | ibm5155 | Note Added: 0017377 | |
2017-04-29 16:34 | Torr Samaho | Note Added: 0017412 | |
2017-04-29 22:24 | Catastrophe | Note Added: 0017433 | |
2017-04-30 01:46 | Ru5tK1ng | Status | new => closed |
2017-04-30 01:46 | Ru5tK1ng | Resolution | open => no change required |
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