bugs in svn

Developer discussion of experimental fixes, changes, and improvements.

Moderators: Nexuiz Moderators, Moderators

Postby divVerent » Wed Sep 24, 2008 4:43 pm

I cannot reproduce 1.

I just fixed 2 and 3.

4 is probably because of the mapinfo system change, but it SHOULD only affect old clients on svn servers.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby esteel » Thu Sep 25, 2008 6:30 pm

I also could not reproduce 1) ..
esteel
Site admin and forum addon
 
Posts: 3924
Joined: Wed Mar 01, 2006 8:27 am

Postby nifrek » Tue Sep 30, 2008 2:45 am

I'm asking this here because I didnt want to create a new thread just for it.

I have not really asked other people about this but it seems VERY obvious to me that something doesn't work with antilag when I use SVN client.

Playing using 2.4.2 client (on a 2.4.2 or SVN server, makes no difference) I can hit shots that don't look like it should hit when the nex beam is seen compared to where the crosshair at that moment. IE: server checks if crosshair was on target when I pressed fire, and if it did, then it adjusts the beam so it hits target, like it should. Saying this to show that I know what antilag looks like when it works.

But when using SVN client it seems like antilag doesn't work at all. I can play 5 minutes using 2.4.2 client then 5 minutes with svn client, then back to 2.4.2, etc. just for testing with both on the same server and the difference is impossible to miss. I tried using my 2.4.2 config with svn client and same thing as if I use a clean one. I switched back and forth with both clients enough to know it's not in my head.

Any ideas/suggestions?
nifrek
Alien
 
Posts: 208
Joined: Fri Sep 22, 2006 6:43 am

Postby divVerent » Tue Sep 30, 2008 9:33 am

Antilag indeed got more restrictive and does not always work. We found no better way to verify that a shot would have hit in the past. The main problem is varying network latency.

Antilag still works, but it often fails in like 50% of the volume of the enemy.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby MirceaKitsune » Fri Oct 10, 2008 11:09 am

Discovered a small issue in the 8-oct-2008 precompiled build yesterday; If you go into the Create menu and drag the sliders "Map voting" or "Number of bots" to minimum, the slider itself disappears when it reaches 0. It's mainly a visual thing but it also confuses people as they don't know where to drag it from so that slider should always be visible even if it grays stuff out when set to 0. This might also be happening to other sliders from other parts too where it shouldn't.

There's also another thing I noticed about the new minimap / radar; Not sure if this is 100% correct but yesterday I entered a CTF server with the latest precompiled build which was running a community made map. That map didn't have a radar texture with it and that caused the radar to display as a non-opaque black square over all its furface making things look ugly. I believe that if a CTF (or other gametype which uses the Radar) map does not have a radar texture for the minimap, the transparency you set for the radar under Player Setup -> Radar & Waypoints... -> Background should remain the same in order to avoid a big black non-opaque square if a map with no minimap texture is hit.

One more thing I noticed (though this is probably a very known issue by now) is that the new pain sounds which are heard when shooting someone are the same for all player models. Normally that wouldn't be so horrible but it is noticeable that when hitting a female she makes male pain sounds which is a bit weird :? So I believe that Nexuiz should at least have male and female pain sounds for models of both genders soon. A further / correct implementation afterward I think would be having specific pain sounds for males, females, aliens and robots as they are all different. The only thing which should really be fixed though are the male sounds for female characters though as that sounds really weird :D
MirceaKitsune
Keyboard killer
 
Posts: 593
Joined: Thu Aug 14, 2008 6:48 am
Location: Romania - Bucharest

Postby divVerent » Fri Oct 10, 2008 12:41 pm

MirceaKitsune wrote:Discovered a small issue in the 8-oct-2008 precompiled build yesterday; If you go into the Create menu and drag the sliders "Map voting" or "Number of bots" to minimum, the slider itself disappears when it reaches 0. It's mainly a visual thing but it also confuses people as they don't know where to drag it from so that slider should always be visible even if it grays stuff out when set to 0. This might also be happening to other sliders from other parts too where it shouldn't.


Fixed.

There's also another thing I noticed about the new minimap / radar; Not sure if this is 100% correct but yesterday I entered a CTF server with the latest precompiled build which was running a community made map. That map didn't have a radar texture with it and that caused the radar to display as a non-opaque black square over all its furface making things look ugly. I believe that if a CTF (or other gametype which uses the Radar) map does not have a radar texture for the minimap, the transparency you set for the radar under Player Setup -> Radar & Waypoints... -> Background should remain the same in order to avoid a big black non-opaque square if a map with no minimap texture is hit.


This is already fixed in that build, but the server probably was not updated yet.

One more thing I noticed (though this is probably a very known issue by now) is that the new pain sounds which are heard when shooting someone are the same for all player models. Normally that wouldn't be so horrible but it is noticeable that when hitting a female she makes male pain sounds which is a bit weird :? So I believe that Nexuiz should at least have male and female pain sounds for models of both genders soon. A further / correct implementation afterward I think would be having specific pain sounds for males, females, aliens and robots as they are all different. The only thing which should really be fixed though are the male sounds for female characters though as that sounds really weird :D


This is a really hard to fix thing, as we have no females to do the job. A system to allow selecting different sounds per player model is already in place.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby MirceaKitsune » Fri Oct 10, 2008 1:41 pm

divVerent wrote:This is a really hard to fix thing, as we have no females to do the job. A system to allow selecting different sounds per player model is already in place.


Hmm.. that's an issue I haven't thought of. I thought there has to be at least one female around the devs in general who could make some sounds for that. Maybe there are some open source sounds out there that we could use... but that could make Nexuiz use sounds from other games so no. We could also take the current male sounds or make others and add filters to them, I think with Adobe Audition we can turn a male voice into a female one almost unnoticeably.

Maybe someone who works on the game can even just ask their girl friend or any female friend they know irl to make some sounds for the game if they want to for fun. Just to cry in the microphone a few times like they where getting hit hardly then cut the sounds into .wav files.. could be an idea :) I wanted to make some voice packs myself but I'm a guy too and also don't have a great english accent. Anyway if I manage to make and audition something with some filters to sound like that I'll upload a patch somewhere and post the link here.
MirceaKitsune
Keyboard killer
 
Posts: 593
Joined: Thu Aug 14, 2008 6:48 am
Location: Romania - Bucharest

Postby MirceaKitsune » Sun Oct 12, 2008 8:35 pm

Found another bug in the 12-oct-2008 precompiled build. I started a local CTF map with 4 bots and remained a spectator scrolling with fire and alt fire between them. I also pressed Tab from time to time to view the scoreboard. However while I was spectating the bots from their 1ST person view (scoreboard off) I was only seeing the weapon in their hand from time to time when they where walking around (90% of the time it was hidden except when they shot). I could see them shooting well though and everything else looked normal, but otherwise the 1st person weapon was invisible and didn't display, just the crosshair.
MirceaKitsune
Keyboard killer
 
Posts: 593
Joined: Thu Aug 14, 2008 6:48 am
Location: Romania - Bucharest

Postby take_this_cup_of_poison » Sun Oct 12, 2008 10:07 pm

MirceaKitsune wrote:
divVerent wrote:Maybe someone who works on the game can even just ask their girl friend or any female friend they know irl to make some sounds for the game if they want to for fun. Just to cry in the microphone a few times like they where getting hit hardly then cut the sounds into .wav files.. could be an idea :) I wanted to make some voice packs myself but I'm a guy too and also don't have a great english accent. Anyway if I manage to make and audition something with some filters to sound like that I'll upload a patch somewhere and post the link here.

Once she breakes up with him she'll claim she never gave permission for the audio files to be licensed under the GPL. There will be no way to prove otherwise.

Also... a problem in nexuiz is that the bots do not exit water to get some air, so once they are in water.... constant pain "uh"s.

We don't have diffrent gibs for robots (and blood (oil?)) yet either :(. Someone took a stab at it but it wasn't accepted.
take_this_cup_of_poison
Banned
 
Posts: 198
Joined: Sun Jan 20, 2008 2:25 am

Postby MirceaKitsune » Sun Oct 12, 2008 11:40 pm

I was thinking about taking a shot in the next days at making the alien & robot pain sounds myself. I could easily make these a few hours... I checked out the sound package and there are not many sounds to do. I won't be making the few voices left there however since I'm not good with voices at all and they'd sound bad. The ones I plan to make are Pain_25 / 50 / 75 / 100 and Death as these are the most obvious one. I'd rather not make the female voices myself because even if filtered well a male to female voice is probably not of the best quality.

Either way there really have to be some females around that can help with this... at least just any random friends they know of. And if they'd brake up they'd 99% certainly have other issues then the licenses over a few sound files :) For the water problem I think we could keep a single common underwater pain sound for all models, that really wouldn't get noticed I think. Anyway I want to know if making only these sounds for robot and alien by myself is good and if the devs are ready to put them in so I'm sure I'm making them for a purpose.
MirceaKitsune
Keyboard killer
 
Posts: 593
Joined: Thu Aug 14, 2008 6:48 am
Location: Romania - Bucharest

PreviousNext

Return to Nexuiz - Development

Who is online

Users browsing this forum: No registered users and 1 guest

cron