bugs in svn

Developer discussion of experimental fixes, changes, and improvements.

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Postby GreEn`mArine » Sat Dec 20, 2008 6:36 pm

Had weird announcer sounds in CTF. After capping the flag I heard "3 frags remaining". Then I did a frag. Nothing happened. NO announcer sound. After capping another flag I heard "2 frags remain". Then I figured ... maybe the announcer wanted to tell me "x captures remain" ?

Anyways, as I've access to the config of the server, I could only find this limiting setting:
g_ctf_capture_limit 250

Ideas?
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
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Postby ai » Sat Dec 20, 2008 6:39 pm

It's rather simple, just switching the sounds to say "x captures for victory" or something. ^_^ Of course they have to be made first :P
The other sounds could just be used for DM and TDM and such.

Btw, anyone knows how Tenshihan's doing? He's been quiet for a long time now.
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Postby [-z-] » Sat Dec 20, 2008 6:57 pm

Tenshihan has been really ill. Last I heard from him he was headed to the hospital with pneumonia.
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Postby Surb » Sat Dec 20, 2008 9:33 pm

In revision 5160, the hookbomb was changed to apply its bomb damage over time. This produces a series of hit.wav plays: one per tick per player. It's bearable when you've only snagged one enemy with the bomb, but gets annoying if you've hit two or more.
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Postby MirceaKitsune » Sat Dec 20, 2008 11:40 pm

divVerent wrote: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.


Yeah, that is true although I don't think it could create enough dynamic lights to slow down the system. The crylink fire is fast, and it would be hardly possible to have even three crylink projectiles in the air simultaneously from the same gun... so far I could only have two by shooting at a far distance. The hagar creates much more dynamic lightning then that when its rockets explode into walls, and not even that slows the FPS down any.

If it is indeed that bad however maybe a limit could be made, so as long as one or two projectiles from the came Crylink are in the air anything after then that would not have dynamic lightning until one of the previous hit, reflected and died away. Maybe a cvar for it would be useful, or maybe an overall limit for dynamic lights.
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Postby divVerent » Sun Dec 21, 2008 4:58 pm

Surb wrote:In revision 5160, the hookbomb was changed to apply its bomb damage over time. This produces a series of hit.wav plays: one per tick per player. It's bearable when you've only snagged one enemy with the bomb, but gets annoying if you've hit two or more.


It's not that annoying to me. Also, it is the very same sound no matter how many players you hit, actually. Only one hit.wav is played per frame. See the code.

I wonder if the volume of the sound should vary according to the damage.
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 Surb » Tue Dec 23, 2008 8:16 pm

If you fire a hook, hold shift, and then release primary fire, the hook will still cling to whatever you hit, but not pull on the player. If you press primary again, the hook will start pulling again. If you release shift, the hook will disappear.
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Postby MirceaKitsune » Sat Jan 03, 2009 10:38 am

I found a bug regarding trigger brushes in maps, which appears to happen in both the 2.4.2 release and in the SVN alike: Triggers which are set to be shot to trigger do not appear to work. To reproduce, make a map and create a door with func_door in it. Now make a brush and put the Trigger common texture on it (put it somewhere where you know it's position as it's invisible in-game). Now link the trigger and the door together and to make sure everything is right so far, compile the map, go into it and touch the trigger which should open the door.

Now return to Radiant and open the trigger's entities menu. Add the flag "health 5" to it, which in the latest entities.def file says that if this key is set the brush is triggered once X damage is done to it. Recompile the map then go in-game and shoot the trigger with any weapon you wish for as long as you wish. Neither shooting it nor touching it does anything this time, while normally (as far as I understood) the trigger should act once X units of damage are done to it.

I tried setting the Health key to different values, enabling the allents spawnflag, texturing the trigger with normal textures rather then the trigger one, shooting it then touching it and all sorts of combinations in the entity settings to be sure I didn't miss anything, but nothing makes the brush be triggered when shot so I'm guessing this is a bug in the game. I used NetRadiant to compile and test my map with this, compiling the BSP, vis and lightning separately.
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Postby Agelith » Sat Jan 03, 2009 8:51 pm

This is not a bug, it's a feature :)
You just need to shoot at the entity linked to the trigger brush, not at the trigger itself, and it should work.
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Postby MirceaKitsune » Sun Jan 04, 2009 12:30 am

Agelith wrote:This is not a bug, it's a feature :)
You just need to shoot at the entity linked to the trigger brush, not at the trigger itself, and it should work.


I see now. I still sense something's wrong however, although I'm not sure what the health key is initially intended to do. From my test after what you said the only way to make the door have to be shot open is to set the "health X" flag into the door itself, not any trigger (at that point the door likely works without any trigger attached to it even). So if the health flag is to be set in the func_door and the door itself be shot open then, what purpose does the health flag in a trigger_multiple and other triggers have?

The way I see it a trigger with the health flag in it needs to always activate when that trigger is shot. It's what the description also says when you select a trigger and read its entities definitions ("health: amount of damage that has to be dealt to the trigger to activate (it then won't respond to merely touching it)"). If someone wants the door to have to be shot open they just set the health key in the func_door rather then the trigger, and if they want to have a separate trigger needing to be shot to open a door have the health flag in the trigger.

I think its important to be able to make shoot triggers around maps at this point as well. I initially tried this on my map hoping I could make a shoot switch for a trap door, so if this won't be changed I'll have to go with other types of switches if there isn't any way to make a separate shootable switch for a door. Maybe at least a toggle key or spawn flag could be set up to allow shoot switches to work?
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