bugs in svn

Developer discussion of experimental fixes, changes, and improvements.

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Postby MirceaKitsune » Tue Nov 25, 2008 12:03 pm

I was messing around with the Campaign mode today and noticed 3 bugs relating to it. These are the bugs that that campaign list currently has and should be taken a look at soon;

1 - Worst bug of them all.. should be noted and fixed as soon as possible; While playing a level in the campaign, a user is able to go to the create menu, drag the Bots slider up or down and remove / add bots from the match in real time (likely works for the bot difficulty slider as well). This should only work when the user creates a match from the Create menu, and that slider should not add / remove bots from a campaign map like that. I believe it's against what the campaign is supposed to be and one shouldn't be able to change it's level set / what it must be like that from the menu. So a lock against changing bots or their difficulty at least from the menus (and probably other things too) needs to be added to the campaign. Cheats should still be allowed though :)

2 - Disconnecting from the campaign and starting the same map from the Create menu as the last one played in the Campaign starts that campaign level itself. For example, lets say you can play the map Basement as DM from one of the campaign levels. Enter it and once you are in that campaign level press F11 to disconnect. Now go in the Create menu and start a DM level in Basement. Instead of a normal listen server match in that map you will be actually playing that campaign level with its bot settings and description message (regardless of what you now set the Bots slider to). Selecting another map other then the one in the last campaign level you accessed brakes this.

3 - Small text crossover between the scoreboard and campaign introduction message. Will let the screenshot speak here.

Image

NOTE: "Press jump to enter the game" and "Playing on Aggressor until 20 points" are also crossed between one another in the pic above. The first string belongs to the description which should be below the scoreboard, so they're crossed / mixed the other way around too.
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Postby divVerent » Tue Nov 25, 2008 12:37 pm

Three problems the campaign always had and that are very hard to fix.
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.
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Postby MirceaKitsune » Wed Nov 26, 2008 2:07 am

Found out another small thing which was missed from the campaign.. this one is something easy an just forgotten; Whenever you set a mutator to something in a campaign level, in the next level that mutator disables itself unless specified to be enabled. However, in the case of the new working mutator g_weaponstay that doesn't happen, and if a match in the campaign has g_weaponstay enabled the next one will too. So when someone can please add it to the 'next round reset' list too for the campaign. Would add it myself but dunno where the list of resetting mutators for the campaign is and it's past 4am already :)
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Postby divVerent » Wed Nov 26, 2008 9:41 am

mutator_reset.cfg
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.
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Postby MirceaKitsune » Wed Dec 10, 2008 5:33 pm

Found another bug in the latest revision of 5187: If a map has a song written both as an entity in worldspan (music path\to\file.ogg) and in the .mapinfo file of the map alike as "cdtrack X", the song will play two times simultaneously in the map and will be heard doubled / echoing. A check needs to be put in place now that you can specify music under a worldspan brush's entities, so if a cdtrack is set in the mapinfo the music set in the worldspan is ignored so the two music selections don't play together and overlap.

Also, it seems that when setting a song to play from worldspan as an entity that song doesn't stop when the game ends and that quiet background music plays while everyone freezes and the scoreboard is shown. Even after the game ends the song still goes on and plays together with that end-of-game music until the map closes for the next one to start.
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Postby terencehill » Thu Dec 11, 2008 10:03 pm

Trying the map greatwall_overloaded http://alientrap.org/forum/viewtopic.php?t=4059&highlight=greatwall+overloaded
in my own server (started from the GUI), everytime a turret shots i get this msg on top of the screen: "tried to centerprint to a non-client"

Not sure whether it is a bug of SVN (I'm using the latest version) or of the map...
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Postby tZork » Fri Dec 12, 2008 1:42 am

terencehill wrote:Trying the map greatwall_overloaded http://alientrap.org/forum/viewtopic.php?t=4059&highlight=greatwall+overloaded
in my own server (started from the GUI), everytime a turret shots i get this msg on top of the screen: "tried to centerprint to a non-client"

Not sure whether it is a bug of SVN (I'm using the latest version) or of the map...


Confirmed, and its a code bug. I very much remember fixing it tough. wonder why it lives again. Anyways ill deal with it. tnx for reporting.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby divVerent » Fri Dec 12, 2008 1:02 pm

MirceaKitsune wrote:Found another bug in the latest revision of 5187: If a map has a song written both as an entity in worldspan (music path\to\file.ogg) and in the .mapinfo file of the map alike as "cdtrack X", the song will play two times simultaneously in the map and will be heard doubled / echoing. A check needs to be put in place now that you can specify music under a worldspan brush's entities, so if a cdtrack is set in the mapinfo the music set in the worldspan is ignored so the two music selections don't play together and overlap.


No, this is not possible. I rather opt for removing support for that stupid "music" field, as it simply cannot work right in Nexuiz/DarkPlaces.

Also, worldspawn's music does not support the "bgmvolume" cvar. Yet another reason why not to support it.
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.
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Postby MirceaKitsune » Sat Dec 20, 2008 12:34 am

Found two problems in the latest SVN. First one is something that's been happening in SVN for many months now. The HUD Size slider in Player Setup is broken, and there isn't any difference between Reduced and Full any more. I tried manually changing the viewsize cvar, and setting it to 110 or something lower displays the HUD while setting it to something higher hides it, but no size change.

The second issue is well, not so much of an issue but more of a miss I noticed, but I thought this is the best place to highlight it. The Crylink's fire does not appear to have any dynamic lightning and that looks a bit odd. Whenever you fire a rocket, or plasma shot with the Electro for example, the ammo also has a colored dynamic lightning on it (yellow for rockets, blue for nex or electro shots...) The crylink's plasma should have a purple dynamic lightning just like the color of the ammo itself other then no lightning at all.
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Postby divVerent » Sat Dec 20, 2008 5:15 pm

Yes, the CSQC code does not support viewsize at all. Maybe that slider should get removed, unless we find someone who can implement viewsize in CSQC.

As for the crylink fire - you're right, but it fires many projectiles at once. Dynamic light from that would easily bog down many systems.
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

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