bugs in svn

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Postby GreEn`mArine » Wed Jan 28, 2009 12:39 pm

Found new bug in latest SVN, after div0 patched something having to do with invis:

Taking strength and going through teleporter works now (I still see my weapon).
However, I found 2 new severe bugs:

1) when watching the demo in chase_active 1 and my player goes through a teleporter, the view is screwed up and even if I switch chase_active back to 0 and then to 1 again, I can't get the old chase_active view back again!

2) I "lost" the flag while walking out of the facing_worlds base without doing anything. I can not really reproduce it though. That's why I uploaded the demo here
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
GreEn`mArine
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Postby divVerent » Wed Jan 28, 2009 12:51 pm

Stop blaming ME again. You always blame ME.

The patch that caused it was from the sourceforge bug tracker, and was meant to fix invisibility in minstagib after teleporting.
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 GreEn`mArine » Wed Jan 28, 2009 1:11 pm

Well my statement wasn't meant that way. I wanted to say that the weapon-invis bug was solved by this, but that were other bugs left (that had probably been there before anyway).

In my sentence there was missing an "even". It should be:

Found "new" bug in latest SVN, even after div0 patched something having to do with invis

Not that I'd have to justify this... I do not always "blame you", this is ridiculous.
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
GreEn`mArine
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Posts: 1509
Joined: Tue Feb 28, 2006 9:33 pm
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Postby GreEn`mArine » Wed Feb 04, 2009 3:25 pm

I somehow don't hear mortar, RL or other explosions anymore. I do only hear them if (in theory) a possibility exists that I could see (not taking my v_angle into account). However, if I go behind a wall, it's gone. This is not good! :?

I don't think this is a "bug", I think this has something to do with culling such entities or CSQC, or something like that. However, I really expect to hear explosions even if they happen behind a wall... everything else is misguiding!
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
GreEn`mArine
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Posts: 1509
Joined: Tue Feb 28, 2006 9:33 pm
Location: Germany

Postby divVerent » Wed Feb 04, 2009 9:02 pm

What's the problem with that, why can't walls be "sound proof"? Could easily enable that again, but it's a sure way to get wallhacks to work easily (like before).
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
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Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby GreEn`mArine » Wed Feb 04, 2009 11:02 pm

The problem is that is becomes very unrealistic, as this is also in effect when the explosion happens in the same room you are in, but you just decided to hide behind a small obstacle, e.g. a pillar, or behind the stairs, or whatever.

Also I don't understand why suddenly wallhacks would work because of that. In v2.4.2 I am able to hear the sound and can not see the player anyway...
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
GreEn`mArine
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Posts: 1509
Joined: Tue Feb 28, 2006 9:33 pm
Location: Germany

Postby divVerent » Wed Feb 04, 2009 11:24 pm

that hack would be a simple engine change to show a sprite at any sound source. no more info, though.
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 GreEn`mArine » Thu Feb 05, 2009 8:47 am

I checked out latest SVN and am happy that the sound is back again (thank you!). However, if you find out that performance suffers due to this change, well, I think you could apply your mentioned hack. In the end the important thing is that players can hear the explosion sound, and not how they hear it.
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
GreEn`mArine
Forum addon
 
Posts: 1509
Joined: Tue Feb 28, 2006 9:33 pm
Location: Germany

Postby divVerent » Thu Feb 05, 2009 10:09 am

GreEn`mArine wrote:I checked out latest SVN and am happy that the sound is back again (thank you!). However, if you find out that performance suffers due to this change, well, I think you could apply your mentioned hack. In the end the important thing is that players can hear the explosion sound, and not how they hear it.


No, the mentioned hack is a CHEAT.
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 GreEn`mArine » Thu Feb 05, 2009 11:54 am

divVerent wrote:
GreEn`mArine wrote:I checked out latest SVN and am happy that the sound is back again (thank you!). However, if you find out that performance suffers due to this change, well, I think you could apply your mentioned hack. In the end the important thing is that players can hear the explosion sound, and not how they hear it.


No, the mentioned hack is a CHEAT.

Oh ok. I actually didn't quite understand what you meant with the sprite at a sound source thing anyway :o
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
GreEn`mArine
Forum addon
 
Posts: 1509
Joined: Tue Feb 28, 2006 9:33 pm
Location: Germany

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