SiegeIV Bug's, Nag's and Complaints.. and IDEAS! - Page 27

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  1. #261
    Killing Spree Coll@'s Avatar
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    I cant fly with jetpack and change weapons anymore

  2. #262
    ~Goddess~ |uK|fleecey's Avatar
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    Quote Originally Posted by Higor View Post
    Trans wasn't touched since RC15, except for being droppable.
    On the door+trans thing, maybe you were that unlucky dude that got his trans module crushed by the door (is that even possible?)

    Regarding transing onto ceilings, isn't it default behaviour? If the player can't fit into the destination then teleport is denied.
    The translocators always had 2 teleport locations:
    - Module location when flying.
    - Module + (0,0,40) when in ground.

    Note: since LCWeapons has the position advancer running in the public server, your own projectiles appear a bit 'ahead' too.
    So if your ping is below the advancer's ping cap you will translocate to the exact point you see the translocator when you alt-fire.
    If anything needs to be fixed, is the position advancer that randomly decides to not properly boot up when you connect.

    - - - Updated - - -

    Ok, compared both translocators and indeed it's happening.

    - - - Updated - - -

    Ok, bug was found.
    Will tackle this on SiegeNative.
    What about seabass video? Have that ever happen before.. Kate also disappear for short seconds.

  3. #263
    Whicked Sick Higor's Avatar
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    Quote Originally Posted by Coll@ View Post
    I cant fly with jetpack and change weapons anymore
    That's severe lack of bandwidth/packet loss issues on either end of the connection.

    ===
    BTW, there is a small problem going back to MH days where sometimes picking up a new weapon would make all of your weapons and items to not be displayed.
    That's the inventory chain being broken clientside, and affects all binds too.

    Siege implements a small inventory recovery routine hidden in it's HUD (i think it's the only one of it's kind) where switching between weapons when this happens, the inventory chain gets fixed and the binds work again.



    Quote Originally Posted by |uK|fleecey View Post
    What about seabass video? Have that ever happen before
    The problem with the supplier, is that the server did not send the initial 'SCount' variable to the clients... SCount > 0 means that it's not yet finished building.
    The sgBuilding class does an insane amount of clientside simulation to reduce bandwidth and CPU usage from the server, that even includes simulating the construction effects and the 'post-build' event spawing the 3d graphics... all of it based on SCount.
    So if SCount fails to be sent to clients, clients will see SCount=0 which means 'built', even though it's still being built on the server.

    One way to deal with this would be to not default SCount to 0, instead defaulting it to -1.
    So if SCount fails to be delivered (either 0 or >0) then the client will wait before doing any kind of simulation, until SCount is no longer -1.
    This kind of tweak requires a new Siege build though, gonna add it to the list.

    NativeReplication code doesn't directly send the data, it simply tells the net driver what properties to send and the results should be the same, be it with or without SiegeNative.
    So about the cause... it's not too clear.

    Quote Originally Posted by |uK|fleecey View Post
    Kate also disappear for short seconds.
    On this case though, If both events happened on the same session then there's the possibility that there's another major issue.
    1- Bad BSP on the map blocking Kate from being visible to others when it shouldn't, and then the server mistakingly not sending data to players.
    2- Bad case of packet loss/bandwidth limitation causing all of the server's data to be held in the socket and then released slowly (this was the case with the ICMP flood attack on the servers from 9 months ago).


    It is known that the networks around NFO servers haven't been working ideally for the past days.
    Increased latency and sudden PL spikes affecting all the servers on the same box are evidence of it.
    ------------------------------------- * -------------------------------------

  4. #264
    Moderator |uK|kenneth's Avatar
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    if feel like we"re dealing with more bugs then ever before.

    how come this never happened in siege ultimate?

  5. #265
    Whicked Sick Higor's Avatar
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    It's easier to notice a bug when you're not constantly dealing with them.
    Just think of any old game with Grimreaper in it, you're bound to remember weird things happening all over the place.

    Head over to WC's server for a blast from the past!
    ------------------------------------- * -------------------------------------

  6. #266
    The Big Ticket Moskva's Avatar
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    Kinda subjective to believe that there's more bugs than before, if anything, right now there's a few specific ones but don't hurt the gameplay as much as the past

    (except the trans, got screwed over plenty with that lol)
    Season ranks: MLSG - #45 Semis, MLSG II - #38 Finals, MLSG III - #34 Finals, GU.Siege - #32 5th Place, IST - #11 CHAMPION

  7. #267
    Whicked Sick Higor's Avatar
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    The problem with the trans is a side effect of a anti-exploit change I made to prevent opposing players from teleporting into/through enemy containers.
    Basically the case where it teleports the player up by 40 units (ground case) is being applied even in air.

    BTW, that specific change addes the ability to go through friendly buildings without hitting them!!!
    If you're in Clarion you should be able to trans into and out of the core house through the Super Container
    ------------------------------------- * -------------------------------------

  8. #268
    Whicked Sick Higor's Avatar
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    Meh, the translocator actually bounces on the SC... solidity overrides team check.
    Maybe should I leave it as it is or actually make it go thru solid team buildings?

    In the meantime, this XC_Engine experiment may fix the level switch times: https://ut99.org/viewtopic.php?f=34&...art=720#p87590
    This may get get rid of those long waiting times after mapswitch (and huge memory consumption) once and for all.
    ------------------------------------- * -------------------------------------

  9. #269
    Rampage skaarj_dulog's Avatar
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    Weird crash on SharkTank map
    Today me and lot of other players disconnected/crashed from the server
    I got msg saying: "Connection failed". Same as if i would press "disconnect from the server"




    [MG]http://i.imgur.com/n7iJRbZ.jpg[/MG]

  10. #270
    Whicked Sick HIGH[+]AdRiaN's Avatar
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    Quote Originally Posted by Chamberly View Post
    If you tried to spawn halfway into the ceiling.... that'd be crater of death.
    With UT default trans this is possible. Even if the trans is touching the ceiling the teleport dont fails. Imagine a CTF game with this siege trans, failing the teleports all the times the disc is near the ceiling lol

    Previous siege versions also allowed teleports near ceiling, like the game default trans.

    Quote Originally Posted by Higor View Post
    Regarding transing onto ceilings, isn't it default behaviour? If the player can't fit into the destination then teleport is denied.
    The translocators always had 2 teleport locations:
    - Module location when flying.
    - Module + (0,0,40) when in ground
    No, this is not @Higor
    Last edited by HIGH[+]AdRiaN; 05-15-2016 at 11:49 AM.

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