SiegeIV Bug's, Nag's and Complaints.. and IDEAS! - Page 22

User Tag List

Page 22 of 48 FirstFirst ... 12202122232432 ... LastLast
Results 211 to 220 of 471
  1. #211
    Whicked Sick HIGH[+]AdRiaN's Avatar
    Join Date
    Apr 2011
    Location
    Brazil
    Posts
    1,539
    Quote Originally Posted by |uK|fleecey View Post
    @SAM

    can we please turn back to the other version where the constructor isnt fucked up?

    Most time when you wanna rep someone it ends up remove. (or skipping in more categories)

    It happen so many times and Im surprised no one says any...
    This is a constructor glitch? I thought my right click button was breaking lol
    ______

    Other glitch that i hate is the invis buildings behind the brushes... I only can start to snipe a sp/cont if i I expose myself out of walls. Mines right behind a corner is other problem, it's aways invisible for 0.2 or 0.3 secs after i can see behind the brush, enough time for i die in a 100% invisible mine.

  2. #212
    Whicked Sick Higor's Avatar
    Join Date
    Apr 2012
    Location
    Full sail ahead!
    Posts
    3,676
    Country:
    Quote Originally Posted by HIGH[+
    AdRiaN;109613]This is a constructor glitch? I thought my right click button was breaking lol
    I can submit an immediate workaround to stop this behaviour on this build, it will mean an extra 10kb package on clients.
    @SAM let me know when you have time to manipulate the server.

    The fix should consist on spawning a simple actor that sets bCanClientFire=True before the 'select' animation finishes playing.
    That way there's no double fire action on select.


    Quote Originally Posted by HIGH[+
    AdRiaN;109613]Other glitch that i hate is the invis buildings behind the brushes... I only can start to snipe a sp/cont if i I expose myself out of walls. Mines right behind a corner is other problem, it's aways invisible for 0.2 or 0.3 secs after i can see behind the brush, enough time for i die in a 100% invisible mine.
    Server is running XC_Engine, therefore the picture below applies:
    Click image for larger version. 

Name:	Relevancy.png 
Views:	18 
Size:	22.1 KB 
ID:	2968

    Btw:
    The checks/second is based on NetUpdateFrequency value.
    sgBuilding has a NetUpdateFrequency of 8 (100% hp) or 20 (<100% hp), players have that at 100 (capped down to tickrate).

    - - - Updated - - -

    Quote Originally Posted by Scourge View Post
    - SPs still fire at where a player's corpse is when they're teamswitched.
    I have to figure that one out, teamswitched players also mess up doors.
    I think Nexgen or Autoteambalancer is to blame here.


    Quote Originally Posted by Scourge View Post
    - I don't understand how this one works and it could be an edge case, so I'll just explain how to duplicate it: Press a button with both a setmode and getweapon sgConstructor, then switch to another weapon and immediately hold down right click during the switching (like you're preparing to build bio bombs while prepping your biorifle, or deciding better of using your constructor). Your biorifle will be out, but your constructor will continue to click and switch modes, effectively ruining your stealth.
    That's commow with high pings... maybe I should have all constructor category switches denied when there's another weapon to be selected (aka PendingWeapon).
    Adding to TODO.

    Quote Originally Posted by Scourge View Post
    - Initial, invincible suppliers still spawn at 99.9% health.
    Lel, FPU math precision issues.


    Quote Originally Posted by Scourge View Post
    - Anonymous, orphaned suppliers and teleporters may still not be removable even when the correct circumstances apply (no exit teleport, super supplier has been upgraded to full).
    I purposely added a distance cap to 'removability' this way it prevents possible abuse of building a SS in an incorrect location and removing the legit Supplier in the right location


    Quote Originally Posted by Scourge View Post
    Mines still build through walls. I understand that anything besides teleporters are now considered illegal, so this should be patched as it has been very recently abused.
    I am considering reducing build distance for mines.


    Quote Originally Posted by Scourge View Post
    - Shieldbelt and invis are not visible to my renderer, but are apparently visible to those using software rendering. It should be visible to all or visible to none.
    Btw, I know exactly what's causing this, it turned out that it's not Software mode on it's own, it's an actual setting in all renderers + bad UT99 shieldbelt code.
    I tried to fix this in the past but I did more harm than good, I should try again.


    Quote Originally Posted by Scourge View Post
    - Dampeners are fairly useless, even though they're cheap.
    I should come up with a way of silencing footsteps...

    - - - Updated - - -

    BTW @SAM the ShieldBelt has incorrect price, check SiegePub.ini (or whatever profile is being used).
    It's currently set at 400, when it should be at 250 (the upgrade cost takes care of maximum expense of being 400).
    The best way to handle this is to remove the price modifier (since 250 is the default value).
    ------------------------------------- * -------------------------------------

  3. #213
    ~Goddess~ |uK|fleecey's Avatar
    Join Date
    Jan 2011
    Posts
    3,812
    Country:
    Quote Originally Posted by Higor View Post
    I can submit an immediate workaround to stop this behaviour on this build, it will mean an extra 10kb package on clients.
    @SAM let me know when you have time to manipulate the server.

    The fix should consist on spawning a simple actor that sets bCanClientFire=True before the 'select' animation finishes playing.
    That way there's no double fire action on select.



    Server is running XC_Engine, therefore the picture below applies:
    Click image for larger version. 

Name:	Relevancy.png 
Views:	18 
Size:	22.1 KB 
ID:	2968

    Btw:
    The checks/second is based on NetUpdateFrequency value.
    sgBuilding has a NetUpdateFrequency of 8 (100% hp) or 20 (<100% hp), players have that at 100 (capped down to tickrate).

    - - - Updated - - -


    I have to figure that one out, teamswitched players also mess up doors.
    I think Nexgen or Autoteambalancer is to blame here.



    That's commow with high pings... maybe I should have all constructor category switches denied when there's another weapon to be selected (aka PendingWeapon).
    Adding to TODO.


    Lel, FPU math precision issues.



    I purposely added a distance cap to 'removability' this way it prevents possible abuse of building a SS in an incorrect location and removing the legit Supplier in the right location



    I am considering reducing build distance for mines.



    Btw, I know exactly what's causing this, it turned out that it's not Software mode on it's own, it's an actual setting in all renderers + bad UT99 shieldbelt code.
    I tried to fix this in the past but I did more harm than good, I should try again.



    I should come up with a way of silencing footsteps...

    - - - Updated - - -

    BTW @SAM the ShieldBelt has incorrect price, check SiegePub.ini (or whatever profile is being used).
    It's currently set at 400, when it should be at 250 (the upgrade cost takes care of maximum expense of being 400).
    The best way to handle this is to remove the price modifier (since 250 is the default value).
    The shieldbelt was set by chis, its not incorrecet and there was a poll for it in the forum.

  4. #214
    Whicked Sick Higor's Avatar
    Join Date
    Apr 2012
    Location
    Full sail ahead!
    Posts
    3,676
    Country:
    0022 shieldbelt spawns with 93 armor and requires extra 150 RU in upgrades to reach 150 armor.
    Therefore, 250+150=400
    The profile was never adjusted to this change.
    ------------------------------------- * -------------------------------------

  5. #215
    Whicked Sick HIGH[+]AdRiaN's Avatar
    Join Date
    Apr 2011
    Location
    Brazil
    Posts
    1,539
    Quote Originally Posted by Higor View Post
    sgBuilding has a NetUpdateFrequency of 8 (100% hp)
    it means the NetUpdateFrequency is updated each 0.125 seconds? So, if i can see the left half of a mine, and the random point be 2 times the right half, the mine will be 100% invis for 0.25 sec?!!
    For other builds this frequency is not bad, but when we need cross a lot of corners with speed and nuke, the chance of we die in a invisible mine is really higher than 50%. Mine/SM update frequency cant be faster?

  6. #216
    Whicked Sick Higor's Avatar
    Join Date
    Apr 2012
    Location
    Full sail ahead!
    Posts
    3,676
    Country:
    Quote Originally Posted by HIGH[+
    AdRiaN;109637]Mine/SM update frequency cant be faster?
    One of the reasons NetUpdateFrequency is so low is because of the excessive CPU usage required to process the relevancy loop + variable replication check.
    But i'll take your point and increase Mine's and other offensive buildings' update frequency.

    Thanks for the input.
    0023 is coming up any moment, keep bringing up points as soon as you can.

    - - - Updated - - -

    OH SHIT
    I totally gave outdated values, the update frequencies are more extreme:
    - 30hz (<100%)
    - 5hz (100%)

    I'll change to 6hz, 15hz.
    And then modify mines to 12hz, 15hz

    That explains server losing some frames in leech games after nukes.

    - - - Updated - - -

    In the meantime, added some HUD enhancements...
    The 'Identify Info' you see on the lower middle part now matches the constructor panel, helps preventing major fuckups when repairing/upgrading/removing. (Only if constructor is the active weapon).
    Also, feigning death players and spies will now reveal their Identify info to their teammates.

    Even though the hyper leecher is the nearst building in the line of fire, the container's center point is the nearest to the crosshair (Remove Function Prioritizes this) and therefore, Container is now displayed as the identify target.
    Click image for larger version. 

Name:	IdentifyTarget.jpg 
Views:	8 
Size:	247.1 KB 
ID:	2972
    ------------------------------------- * -------------------------------------

  7. #217
    Whicked Sick Chamberly's Avatar
    Join Date
    Jul 2012
    Location
    Vandora Temple
    Posts
    5,488
    Country:
    I need to post an idea. Not sure what you think but a short sum would probably be too much of impossible until we find a work around.

    Built 1 accessable tele in base, then 1 outside of base but it lend into nowhere but death or whatever as impossible to remove the other tele (Niven's fan area, somehow it has gone a tad a bit wrong) and it just sit there stuck. So something to do with this impossible to remove tele because no one gonna shoot through wall to kill it inquiring breaking the shoot-through-wall rule but let's not forget, maybe a different area where no one go to and it just sit there waiting... zzz.

    So I was guessing, a quick thought but I doubt in this would work lol. Step inside my own tele, but not enough to transport through, and click remove without removing the tele at my base. Unless that's too hard, then maybe some weird interface to select which tele to remove or make a keybind... I had enough fake, crap, leech games on pub. lol.

    TL;DR:
    I built a tele that lead to instant death and I can't remove the sucker. Need a way to be able to do so.
    Last edited by Chamberly; 03-17-2016 at 06:38 AM.


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

  8. #218
    Whicked Sick Higor's Avatar
    Join Date
    Apr 2012
    Location
    Full sail ahead!
    Posts
    3,676
    Country:
    Both Dev servers updated to 0024.

    - - - Updated - - -

    fugg
    Cham, Skarn and Yeehaw find bugs faster than I can patch them.
    0025 tomorrow.
    ------------------------------------- * -------------------------------------

  9. #219
    ~Goddess~ |uK|fleecey's Avatar
    Join Date
    Jan 2011
    Posts
    3,812
    Country:
    Can we please fix the supplier removing?

    I mean if I make a supplier or someone else, no one can remove that except me.. if you leave the server then you should be able to remove the supplier...

    its annoying when people remove your supplier and you have full ru and u dont get anything back, not only me have notice this and think the same..

    best way is to get it removed when you leave the server.

  10. #220
    Whicked Sick Higor's Avatar
    Join Date
    Apr 2012
    Location
    Full sail ahead!
    Posts
    3,676
    Country:
    Well, since RU can now go over the limit it could be changed to direct RU addition instead of shared reward.
    ------------------------------------- * -------------------------------------

Thread Information

Users Browsing this Thread

There are currently 3 users browsing this thread. (0 members and 3 guests)

Similar Threads

  1. Complaints I guess? Maybe just a rant? Or maybe just my two cents?
    By utbusta in forum Reports/Complaints & Appeals
    Replies: 1
    Last Post: 06-30-2015, 07:03 PM
  2. Does anyone have any ideas?
    By Disturbed//*. in forum Map Making, Suggestions & Questions
    Replies: 22
    Last Post: 06-17-2014, 04:53 PM
  3. Skin ideas.
    By Higor in forum Code Reviews
    Replies: 15
    Last Post: 01-12-2013, 12:00 PM
  4. any ideas?
    By |uK|Melted_Ice in forum Technical Problems
    Replies: 5
    Last Post: 11-16-2012, 12:53 PM
  5. Ideas anyone?
    By AuSSiE^uK in forum Technical Problems
    Replies: 2
    Last Post: 07-12-2012, 03:03 PM

Members who have read this thread : 161

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •