SiegeIV Bug's, Nag's and Complaints.. and IDEAS!
You know where you are and you know what to do ... :)
Higor's edit: :obey:
Currently known bugs
- Use non tickrate dependant timers on Item spawner.
- Jammers appear to bug some doors when destroyed, have new jammers fix doors if this happens.
[DONE-0027]- Super Booster tends to fire twice for laggy players.
- Constructor should not switch categories when it's being put down.
[DONE-0026]- Base ASMD Pulse Rifle should use 'jolted' damage type.
[DONE-0026]- Fix increased Ripper damage on distant Core due to flawed weapon-check implementation.
[DONE-0026]- Fix translocator teleport.
[DONE-0026]- Spawn protection timer should consider player's fire input instead of just ammo counter, supplier should reduce timer as well.
- Fix spammable binds.
[DONE-0026]- Fix Teleporter crash.
[DONE-0018]- LCWeapons: Log spam on position advancer.
[DONE-0018]- LCWeapons: Position advancer not reliably initializing.
[DONE-0018]- LCWeapons: Fix double enforcer priority.
Features that might make it in
- Minishield to use XC_Engine's sphere primitive.
- Forcefield to use XC_Engine's sphere primitive (hollow shell mode).
- Mine triggers to use XC_Engine's sphere primitive.
[DONE-0027]- Bring back DashPad in a slightly different format (Sonic!)
- Add RU networth graph, RU generated (minus item) and Economic damage stats.
- XC_Engine: add extra netcode variable that lets buildings control wether they should do variable updates on open connections.
- LCWeapons: Display commands in the player's screen using the HUD mutator.
- LCWeapons: Add Unreal1's rifle and automag.
Projects:
https://github.com/CacoFFF/LCWeapons-UT99
https://github.com/CacoFFF/SiegeIV-UT99
Overtime issues and Altering the progression of the MidSpawn Item list.
Overtime issues and Altering the progression of the MidSpawn Item list, based on what the conditions of the game currently are when the midspawn event occurs. Such that .. well here's a discussion about it from IRC.
Code:
[00:27] <seVered> actually
[00:27] <seVered> that brings to mind a very interesting idea
[00:27] <seVered> what if .. say after so much time ... if a match goes to overtime...
[00:27] <@Cham> and?
[00:28] <seVered> say after 20 minutes.. the mid spawn items change to something else
[00:28] <seVered> like ALWAYS nukes for a while
[00:28] <@Cham> holy nukes
[00:28] <@Cham> holy flipping nukes.
[00:28] <@Cham> rofl
[00:28] <seVered> or ONLY certain items .. instead of the whole list
[00:28] <Ciro`> why in OT games it starts by 26 minutes? (seen last day in niven)
[00:28] <@Cham> so how about
[00:28] <seVered> and after 40 minutes ... NOTHING but nukes spawn in the mid
[00:29] <seVered> actually, that idea could be exanded even better... say that the mid spawn items have a 'variable' selection of choices that it picks from to post a midspawn item from.
[00:30] <seVered> that they weigh conditions of the match to choose the item to spawn AGAINST