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Jun 9th, 2014
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  1. 19:29 < TerminusEst13> https://i.4cdn.org/vr/1402350424012.webm - Whew, this ended up looking really cool. Wonder if it'll work in ZDoom, though, since I'm not sure how the engine handles ConsolePlayerNumber(). Guess I'll find out soon enough.
  2. 19:29 < Edward850> It doesn't even exist.
  3. 19:30 < Edward850> (And it'll never give a correct answer)
  4. 19:30 < ijon> why not map it to PlayerNumber()
  5. 19:30 < ijon> or -1
  6. 19:30 < TerminusEst13> Hah! Hah! Time for WORKAROUNDS.
  7. 19:31 < ijon> -1 would be the most consistent
  8. 19:31 < Edward850> It doesn't even make any sense as to why it needs to exist in the first place.
  9. 19:31 < ijon> ... for clientside scripts?
  10. 19:31 < Edward850> PlayerNumber() it self will give you the player number.
  11. 19:31 < TerminusEst13> For clientside scripts.
  12. 19:31 < TheMasterCat> time for WORMSDOOMAROUNDS
  13. 19:32 < ijon> if you want a clientside script not running on a player to only show shit for one player, you kinda have to use ConsolePlayerNumber()
  14. 19:32 < Edward850> Zandrohacks.txt
  15. 19:32 < Edward850> It's kludges all the way down.
  16. 19:32 < ijon> how would you have scripts run on only one client, then?
  17. 19:33 < ijon> oh wait
  18. 19:33 < ijon> :^)
  19. 19:33 < Edward850> You don't. :P
  20. 19:33 < Kate> you don't need to =p
  21. 19:33 < Edward850> (Because you don't need to :))
  22. 19:33 < Synert> but what if you do
  23. 19:33 < ijon> guess that means menus that read the client's settings are out then
  24. 19:33 < Edward850> Kate is faster then me confirmed.
  25. 19:33 < ijon> for things such as
  26. 19:33 < ijon> *gasp*
  27. 19:33 < ijon> turning cl_run on and off
  28. 19:33 < Edward850> Synert: You really don't. ZDoom doesn't need to send anything about ACS over the network)
  29. 19:33 < ijon> or taking mouse sensitivity to normalize mouse movement
  30. 19:34 < Edward850> Don't use cl_run then?
  31. 19:34 < Edward850> The fuck?
  32. 19:34 < ijon> or only spawning things for one person to see
  33. 19:34 < Edward850> HAHAHHAHA
  34. 19:34 < TerminusEst13> I'm...pretty sure the modder should decide what he needs to do/don't do!
  35. 19:34 < Eric> yeah. who needs FEATURES when you have Out of sync: 2 3 4 5 6 7 8
  36. 19:35 < ijon> I guess having things like samsara's client-specific weapon display is stupid
  37. 19:35 < Edward850> Eric: You haven't used ZDoom in the last 3 years, I see.
  38. 19:35 < ijon> dude
  39. 19:35 < ijon> he uses it daily
  40. 19:35 < Edward850> Sync issues were fixed.
  41. 19:35 < ijon> for hideous destructor online
  42. 19:35 < Edward850> Player prediction was mucking up the sector_thinglist orders.
  43. 19:35 < TheMasterCat> there are plenty of reasons for clientsiding to exist given the net architecture of zandro
  44. 19:35 < ijon> TheMasterCat: and in general, like samsara's client-specific weapon display
  45. 19:36 < TheMasterCat> if you disagree with that then you have been huffing too many queefs
  46. 19:36 < ijon> seeing a dragon claw for a slot 4 when a BJ sees a chaingun
  47. 19:36 < ijon> is really really nice
  48. 19:36 < ijon> and something that requires something to run on only one client, some step of the way
  49. 19:36 < Edward850> TheMasterCat: Yes, Zandro does need to kludge itself to support its hideous bandwidth usage, I agree. :V
  50. 19:37 < ijon> and it's a feature that very improves samsara greatly
  51. 19:37 < ijon> s/ very//
  52. 19:37 < TerminusEst13> ijon: Does this mean that bloodyhell and noeffects wouldn't ever work on a client-to-client basis in ZDoom?
  53. 19:37 < TheMasterCat> much good, very improves
  54. 19:37 < ijon> yes.
  55. 19:37 < ijon> yes it does.
  56. 19:37 < TerminusEst13> Well, that's a huge shame.
  57. 19:37 < ijon> I guess lower-end computers are fucked then,.
  58. 19:37 < ijon> as well as people who like sparkley blood
  59. 19:39 < TerminusEst13> RIP hippie rainbow sparkle blood.
  60. 19:39 < TerminusEst13> RIP fun. ;_;7
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