SiegeIV Bug's, Nag's and Complaints.. and IDEAS! - Page 18

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  1. #171
    Whicked Sick Higor's Avatar
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    Gonna make a Nexgen plugin to unrestrict constructors then.
    Careful when removing though, buildings apparently locked don't have the highest priority in the constructor for obvious reasons (prevent accidental removals).
    So when removing try an make sure the bad build is the only thing near your crosshair.

    pd: So far the only thing that succesfully gives unrestricted removal is an adminlogin.
    ------------------------------------- * -------------------------------------

  2. #172
    Moderator ][X][~FLuKE~][X]['s Avatar
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    Quote Originally Posted by Higor View Post
    Gonna make a Nexgen plugin to unrestrict constructors then.
    Careful when removing though, buildings apparently locked don't have the highest priority in the constructor for obvious reasons (prevent accidental removals).
    So when removing try an make sure the bad build is the only thing near your crosshair.

    pd: So far the only thing that succesfully gives unrestricted removal is an adminlogin.

    Yeah, I was careful not to have the SS highlighted, was hard because the tele was inside it. The worst thought I had was someone might boost me a little and then I remove the SS, the raging would be bad.

  3. #173
    Whicked Sick Higor's Avatar
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    Big responsibility to mods when their constructors become unrestricted.
    (The ugly ass panel shows you what's about to be removed, consider enabling it for a few seconds to double check when you see overlapping bad builds)
    ------------------------------------- * -------------------------------------

  4. #174
    Whicked Sick Chamberly's Avatar
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    [X][~FLuKE~][X]The remove would only be open to mods, not all players.
    I never say anything about having remove permission for all players.

    Um... @SAM check the quote, it's not displaying correctly.
    Last edited by SAM; 01-10-2016 at 08:54 PM.

  5. #175
    Whicked Sick Higor's Avatar
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    I left the plugin in both servers for testing these couple of days, they use lots of dynamic array code. (I don't regret this, even if it requires XC_Engine)
    Hopefully they won't crash anything.

    Tested on v436 Linux and no issues.
    Now need to test on v451 windows and it's troublesome memory allocator.

    - - - Updated - - -
    @Chamberly let me know when tests can be conducted on your server.

    - - - Updated - - -
    @SAM
    https://dl.dropboxusercontent.com/u/...016_mod.u?dl=1
    Add as ServerActor: sgIV_0016_mod.sgIV_0016_mod

    Looks an awful lot to Unreal Engine 2/3 unrealscript, love doing this stuff with dynamic arrays.
    Code:
    //=============================================================================
    // sgIV_0016_mod.
    // Finds nexgen moderators and enables unrestricted constructors
    // Designed for maximum polling and minimum resource usage
    // Wait 12 seconds after player joins, and perform single NexGen check
    // FIFO design, add to highest element, only poll zero element for timeouts
    //=============================================================================
    class sgIV_0016_mod expands Actor;
    
    struct PlayerInfo
    {
    	var PlayerPawn Player;
    	var float Timeout;
    };
    struct PlayerConstructorData
    {
    	var PlayerPawn Player;
    	var Inventory Constructor;
    };
    
    var transient array<PlayerInfo> NewPlayers;
    var transient array<PlayerConstructorData> Moderators;
    var int CurrentID;
    
    
    // XC_Engine interface
    native(640) static final function int Array_Length_PI( out array<PlayerInfo> Ar, optional int SetSize);
    native(640) static final function int Array_Length_PCD( out array<PlayerConstructorData> Ar, optional int SetSize);
    native(641) static final function bool Array_Insert_PI( out array<PlayerInfo> Ar, int Offset, optional int Count );
    native(641) static final function bool Array_Insert_PCD( out array<PlayerConstructorData> Ar, int Offset, optional int Count );
    native(642) static final function bool Array_Remove_PI( out array<PlayerInfo> Ar, int Offset, optional int Count );
    native(642) static final function bool Array_Remove_PCD( out array<PlayerConstructorData> Ar, int Offset, optional int Count );
    
    
    // Validate server requirements and tell game to Trigger us when ended
    event PreBeginPlay()
    {
    	Tag = 'EndGame';
    	if ( !Level.Game.IsA('SiegeGI') )
    		Destroy();
    	else if ( int( ConsoleCommand("get ini:Engine.Engine.GameEngine XC_Version")) < 10 )
    	{
    		Warn("Requires at least XC_Engine version 10");
    		Destroy();
    	}
    }
    
    // Poll on every single frame
    event Tick( float DeltaTime)
    {
    	ScanNewPlayers();
    	PollNewPlayers();
    	PollModerators();
    }
    
    // Game is telling us it just ended, remove and deallocate arrays to soften garbage collector load
    event Trigger( Actor Other, Pawn EventInstigator)
    {
    	Array_Length_PI( NewPlayers, 0);
    	Array_Length_PCD( Moderators, 0);
    	Destroy();
    }
    
    // Detect new players
    final function ScanNewPlayers()
    {
    	local Pawn P;
    	local int i;
    
    	if ( CurrentID >= Level.Game.CurrentID )
    		return;
    	for ( P=Level.PawnList ; P!=none ; P=P.nextPawn )
    		if ( P.PlayerReplicationInfo != none )
    		{
    			if ( P.PlayerReplicationInfo.PlayerID < CurrentID )
    				break;
    			if ( PlayerPawn(P) != none && Spectator(P) == none )
    			{
    				i = Array_Length_PI( NewPlayers);
    				Array_Insert_PI( NewPlayers, i, 1);
    				NewPlayers[i].Player = PlayerPawn(P);
    				NewPlayers[i].Timeout = Level.TimeSeconds + 12 * Level.TimeDilation;
    			}
    			if ( P.PlayerReplicationInfo.PlayerID == CurrentID )
    				break;
    		}
    	CurrentID = Level.Game.CurrentID;
    }
    
    // Handle 12 second timeout here
    final function PollNewPlayers()
    {
    	local PlayerPawn P;
    	while ( (Array_Length_PI( NewPlayers) > 0) && (NewPlayers[0].Timeout < Level.TimeSeconds) )
    	{
    		P = NewPlayers[0].Player;
    		if ( P != none && !P.bDeleteMe && IsNexgenModerator( P) )
    		{
    			Array_Insert_PCD( Moderators, 0, 1);
    			Moderators[0].Player = P;
    		}
    		if ( !Array_Remove_PI( NewPlayers, 0, 1) ) //Handle exception if array cannot be chopped
    			break;
    	}
    }
    
    // See if moderators disconnected, see if they changed Constructor
    // This code assumes constructor cannot be dropped and is deleted on death
    final function PollModerators()
    {
    	local PlayerPawn P;
    	local Inventory Inv;
    	local int i;
    
    	For ( i=Array_Length_PCD( Moderators)-1 ; i>=0 ; i-- )
    	{
    		P = Moderators[i].Player;
    		if ( P == none || P.bDeleteMe )
    			Array_Remove_PCD( Moderators, i, 1);
    		else
    		{
    			Inv = Moderators[i].Constructor;
    			if ( Inv == none || Inv.bDeleteMe )
    			{
    				For ( Inv=P.Inventory ; Inv!=none ; Inv=Inv.Inventory )
    					if ( Inv.IsA('sgConstructor') )
    					{
    						Inv.SetPropertyText("bCanRemoveWithImpunity","1");
    						P.ClientMessage("Your constructor can remove all buildings, use with care");
    						break;
    					}
    				Moderators[i].Constructor = Inv; //Inv=None if no constructor is found
    			}
    		}
    	}
    }
    
    
    // Default return is False, sees if Nexgen client has "G" right (Game Moderator)
    static final function bool IsNexgenModerator( PlayerPawn P)
    {
    	local Info OwnedInfo;
    	ForEach P.ChildActors( class'Info', OwnedInfo)
    		if ( OwnedInfo.IsA('NexgenClient') )
    			return (InStr(OwnedInfo.GetPropertyText("rights"),"G") >= 0);
    }
    ------------------------------------- * -------------------------------------

  6. #176
    Whicked Sick Chamberly's Avatar
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    Quote Originally Posted by Higor View Post
    @Chamberly let me know when tests can be conducted on your server.
    Done.


    http://irc.lc/globalgamers/uscript for uscript discussion.

  7. #177
    Moderator ][X][~FLuKE~][X]['s Avatar
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    Quote Originally Posted by Chamberly View Post
    I never say anything about having remove permission for all players.
    Quote Originally Posted by Chamberly View Post
    you know as some peoples are, they will remove anything and players will complain and it cause the negative impact to carry on because originally, the rule stated no one allowed to remove build without permission, etc..
    That doesn't sound like you are talking about mods there, that's why I said it. It sounds like you are talking about players in general.

    The builds to be removed are only problem builds, not builds a mod feels isn't placed well in their opinion, that is a situation where the player who built them can decide if it should be removed, no one has the right to remove other peoples builds because of their opinion.

    The tele in SS was the perfect example of when to use that ability. It shouldn't be used very often at all, but it is needed in the rare cases.

  8. #178
    Whicked Sick Chamberly's Avatar
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    [X][~FLuKE~][X][;105573]That doesn't sound like you are talking about mods there
    Sorry but yes I did intend to talk about this because any other players will complain about any moderator removing stuff as well. & we all know how that goes...

    __
    So after doing couple of test with some random player, explosives like RC, they can't be removed after they fired/activated. Other than that, everything seem to remove just fine. Except can't remove and player = lol jk.


    http://irc.lc/globalgamers/uscript for uscript discussion.

  9. #179
    Dominating Scourge's Avatar
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    Hey, new Siege isn't bad. Have some feedback.

    BUGS:

    - Vanilla team taunt "I've got your back" doesn't work. I like the "directional" idea, would be great to have this taunt working and using it by default.

    - Pressing 0 to draw the constructor doesn't work. This has resulted in me using the key I use to both set bio bomb and draw constructor just to draw the constructor, and therefore occasionally building an accidental bio bomb and being out 250 RU. (Partly my bad.)

    - Image dropping. Still a lot of LC issues - The infamous simplex ramp; people hitting me with piston being eight feet or more ahead of where they appear, hitboxes in water not lining up with meshes.

    - RU cooldown (is that what you call it?) from excess RU or from supplier hits occasionally persists in the UI without being cleaned up.

    - Spawnkilling is actually worse now since it unprotects you as soon as you draw a piston or fire one enforcer bullet. Other people should probably weigh in on this; busta definitely had a problem with me blowing five people's heads off half a second after they spawned.

    SUGGESTIONS:

    - (From the other thread) Teamtalk and team taunts in separate pane(s) from the main chat.

    - UI scaling and more players brought up on the TeamRU command, which should be ON by default. Right now, regardless of resolution the TeamRU command displays REALLY TINY and with only the top four players, unsorted.

    - Ability to turn off "GYAWWW" when using feigndeath, or have an alternate command that uses the new feigndeath animation but without noise. Sneaky feigndeaths were part of my strategy.

    - Note also that noisy feigndeaths are less useful without some ability to selfdamage; a feigning player has no blood to make them look like a real corpse.

    - Ability to BUILD SHAREABLE PICKUP ITEMS with a toggleable mode on the constructor. Anything built while in SHARE mode remains shareable, but can be removed by the player who made them.

    Shareable pickups should appear with a halo or something similar over them. This should NOT be applied to telenetworks or jetpacks, and possibly also not to toxin/asbestos suits, in order to prevent trolling.

    Shareable pickups should NOT be picked up by a player if they are built on top of the player or inside of any kind of supplier, transportation building, or teleporter - this is to prevent players from getting unwanted items with potentially not enough upgrades.

    Alternatively, split sharing into "donating" and "accepting" modes, which both default to OFF and must be turned on with a bind or constructor command.

    - Notifications for "Your team can afford an SS" or "SHP" or "SC" in the usual order; possibly a notification for a player's teleporter being ON.

    - Cut mine HP after overtime, or give them a time limit for their persistance after overtime. Hell, I'd love it if mines weren't an unavoidable several-second delay if I can see them in the first place, even if that means I can't leech as much RU.
    Last edited by Scourge; 01-28-2016 at 05:33 AM.

  10. #180
    Whicked Sick Higor's Avatar
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    Quote Originally Posted by Scourge View Post
    - Vanilla team taunt "I've got your back" doesn't work. I like the "directional" idea, would be great to have this taunt working and using it by default.
    "Speech 5 3" is incorrect and causes this:
    Code:
    ScriptWarning: VoiceMaleTwo UT-Logo-Map.VoiceMaleTwo2 (Function Botpack.ChallengeVoicePack.PlayerSpeech:021F) Accessed array out of bounds (5/5)
    Correct way to bind "Other/Misc" taunts is "Speech 4 x".
    "Speech type index callsign", type must be a value between 0 and 4.
    Special added case, "Speech 0 x -1" forces a global response.


    Quote Originally Posted by Scourge View Post
    - Pressing 0 to draw the constructor doesn't work. This has resulted in me using the key I use to both set bio bomb and draw constructor just to draw the constructor, and therefore occasionally building an accidental bio bomb and being out 250 RU. (Partly my bad.)
    Works for me, even with Blaze's bind.
    What have you bound on 0?


    Quote Originally Posted by Scourge View Post
    - Image dropping. Still a lot of LC issues - The infamous simplex ramp; people hitting me with piston being eight feet or more ahead of where they appear, hitboxes in water not lining up with meshes.
    ImageDrop fixer doesn't work on vanilla clients because they're buggy as shit, a couple of position corrections and boom crash on your client.
    The server is able to detect which clients can use it without crashing (client says: "hello, i have XC_Engine, send me more precise locations of players")


    Quote Originally Posted by Scourge View Post
    - RU cooldown (is that what you call it?) from excess RU or from supplier hits occasionally persists in the UI without being cleaned up.
    Someone in your team is probably maxed out on RU, or you're in a 11 v 11 (gotta do smt about this).


    Quote Originally Posted by Scourge View Post
    - Spawnkilling is actually worse now since it unprotects you as soon as you draw a piston or fire one enforcer bullet. Other people should probably weigh in on this; busta definitely had a problem with me blowing five people's heads off half a second after they spawned.
    The spawn protection is now polled on every frame, not every 1 second. This means the very instant you fire or switch weapons it's gone.
    On the other side... increasing the ammo count doesn't remove it anymore so you can sit in a supplier with an enforcer in hand and not die.
    You now spawn with your highest priority weapon, try selecting piston and you'll be able to defend on maps like DoA arena quite easily.
    PD: Constructor doesn't break spawn protection.


    Quote Originally Posted by Scourge View Post
    Right now, regardless of resolution the TeamRU command displays REALLY TINY and with only the top four players, unsorted.
    Interesting.
    Code:
    	for (i=0;i<32;i++)
    	{
    		PRI = sgPRI(PlayerPawn(Owner).GameReplicationInfo.PRIArray[i]);


    Quote Originally Posted by Scourge View Post
    - Ability to BUILD SHAREABLE PICKUP ITEMS with a toggleable mode on the constructor. Anything built while in SHARE mode remains shareable, but can be removed by the player who made them.
    If you can stand an extra option between "Remove" and "Fortification" it's entirely possible (replace the hidden Orb functionality with a special menu).

    - - - Updated - - -

    BTW if one thing is getting updated first, it's gonna be LCWeapons
    ------------------------------------- * -------------------------------------

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