Re: Now collecting scripts 4.1 bugs [message #488662 is a reply to message #488287] |
Wed, 16 July 2014 13:49 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
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I noticed a bug with the ttfs. If you include an identical named ddb in a package to fix something on a map and put that package on the left so that it has the highest priority, clients read that ddb properly, however the server does not use it, but uses the one in the map itself. It should be using the one from the package as well like the clients. I suspect this make happen with models and stuff as well which may effect things like hit calculations that are done server side if a model is replaced by a package.
In this example, the SampleMapFix package has a modified C&C_SampleMap.ddb in it.
SampleMap:
{
mapName = "C&C_SampleMap";
packages = ["SampleMapFix","C&C_SampleMap","dblaney_content1"];
};
This is the entry in the tt.cfg. The clients correctly load the ddb out of the SampleMapFix package, however the server loads the one out of the C&C_SampleMap despite the fact that SampleMapFix overrides C&C_SampleMap.
[Updated on: Wed, 16 July 2014 13:56] Report message to a moderator
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Re: Now collecting scripts 4.1 bugs [message #488675 is a reply to message #488664] |
Wed, 16 July 2014 22:11 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
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Commander |
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StealthEye wrote on Wed, 16 July 2014 14:12 | Are you sure that it is not due to the "serverPresetsFile" setting? (It can be specified per map or globally.) The server always loads serverPresetsFile instead of objects.ddb.
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Its not the objects.ddb I am having the issue with, its the mapname.ddb (aka temps) that are not loading on the server from the left most package. It always seems to use the one in the package for the mapname. Clients on the other hand use the one from the package with the highest priority in tt.cfg which is how it should behave on the server as well.
[Updated on: Wed, 16 July 2014 22:14] Report message to a moderator
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Re: Now collecting scripts 4.1 bugs [message #488685 is a reply to message #488678] |
Thu, 17 July 2014 08:31 |
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Mauler
Messages: 448 Registered: May 2003 Location: Alberta, Canada
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Commander |
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danpaul88 wrote on Thu, 17 July 2014 02:27 |
Mauler wrote on Thu, 17 July 2014 00:22 | Here is a bug that i have seen for quite some time...
Meshes that have only projectile enabled on them and made into foliage like seen on my test video appear to disrupt the vehicle weapon and make it move erratically and at the same time makes the weapon unable to fire while intersecting with those projectile meshes...
https://www.youtube.com/watch?v=UpFYF8QIBEc
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So... a mesh with projectile collision enabled interacts with projectiles? That's how Westwood designed it and has been that way since 1.037 and earlier. If you don't want meshes to interact with projectiles then uncheck projectile collision.
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That is not what i meant at all...
Go back and watch the video..
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Re: Now collecting scripts 4.1 bugs [message #488784 is a reply to message #488287] |
Fri, 25 July 2014 23:20 |
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Whitedragon
Messages: 832 Registered: February 2003 Location: California
Karma: 1
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Colonel |
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A lot of that is badly made health regen scripts that don't check if the player is dead before healing them. You're right about the powerup thing though, I'll see about fixing that.
Black-Cell.net
Network Administrator (2003 - )
DragonServ, Renegade's first IRC interface bot
Creator and lead coder (2002 - )
Dragonade, Renegade's first server side modification
Lead coder (2005 - )
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Re: Now collecting scripts 4.1 bugs [message #488800 is a reply to message #488783] |
Sun, 27 July 2014 15:04 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
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Commander |
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roszek wrote on Fri, 25 July 2014 21:30 | What about the bug where you can keep getting killed while you are dead, and also pick up a power up when u die...
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I was able to fix this in a plugin by setting the soldierobjects skintype to blamo on killed. Completely fixed it for me. I can see reasons why this shouldn't be merged into the actual scripts code but this has worked perfectly on ultraaow/ my test server for almost 2 months now.
The double/triple death bug also occurs on mutants that are in tiberium fields etc so it doesn't just apply to regeneration scripts.
[Updated on: Sun, 27 July 2014 15:06] Report message to a moderator
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Re: Now collecting scripts 4.1 bugs [message #488801 is a reply to message #488287] |
Sun, 27 July 2014 15:46 |
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danpaul88
Messages: 5795 Registered: June 2004 Location: England
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General (5 Stars) |
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Lots of reasons. Blamo is an armor.ini entry which might not exist in all w3d games. It's a horrible bodge. There might be legit reasons for wanting to revive infantry (see: jfw_no_fall_damage sort of things).
Just saying "I bodged xyz and it works on MY SERVER for x number of months" does NOT automatically make it suitable for everyone to use.
Bodges are bad.
[Updated on: Sun, 27 July 2014 15:47] Report message to a moderator
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Re: Now collecting scripts 4.1 bugs [message #488802 is a reply to message #488801] |
Sun, 27 July 2014 18:39 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
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Commander |
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danpaul88 wrote on Sun, 27 July 2014 15:46 | Lots of reasons. Blamo is an armor.ini entry which might not exist in all w3d games. It's a horrible bodge. There might be legit reasons for wanting to revive infantry (see: jfw_no_fall_damage sort of things).
Just saying "I bodged xyz and it works on MY SERVER for x number of months" does NOT automatically make it suitable for everyone to use.
Bodges are bad.
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JFW no fall damage doesn't revive infantry at all. In fact it only is called on a custom and on damage.
And again I said I don't think it should be merged into the scripts. However, for server operators my solution does work like it should.
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Re: Now collecting scripts 4.1 bugs [message #488806 is a reply to message #488287] |
Sun, 27 July 2014 19:47 |
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Whitedragon
Messages: 832 Registered: February 2003 Location: California
Karma: 1
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Colonel |
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It isn't possible to damage objects that are already dead, so that Blamo thing shouldn't be doing anything.
Black-Cell.net
Network Administrator (2003 - )
DragonServ, Renegade's first IRC interface bot
Creator and lead coder (2002 - )
Dragonade, Renegade's first server side modification
Lead coder (2005 - )
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Re: Now collecting scripts 4.1 bugs [message #488811 is a reply to message #488806] |
Sun, 27 July 2014 22:18 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
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Commander |
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Whitedragon wrote on Sun, 27 July 2014 19:47 | It isn't possible to damage objects that are already dead, so that Blamo thing shouldn't be doing anything.
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It fixes the issue. The issue generally occurs when are object is killed by a warhead with a burn effect. Ever since I added it to my plugin I haven't had any multiple death issues.
[Updated on: Sun, 27 July 2014 22:19] Report message to a moderator
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Re: Now collecting scripts 4.1 bugs [message #488813 is a reply to message #488287] |
Mon, 28 July 2014 01:23 |
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Whitedragon
Messages: 832 Registered: February 2003 Location: California
Karma: 1
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Colonel |
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There are 3 issues I know of that can cause double kills:
Picking up powerups after death.
Regen scripts that don't stop on death.
Reversing damage from a player in a Damaged event. (Because the kill message code is in a dumb place.)
Black-Cell.net
Network Administrator (2003 - )
DragonServ, Renegade's first IRC interface bot
Creator and lead coder (2002 - )
Dragonade, Renegade's first server side modification
Lead coder (2005 - )
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Re: Now collecting scripts 4.1 bugs [message #488817 is a reply to message #488813] |
Mon, 28 July 2014 10:43 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
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Commander |
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Whitedragon wrote on Mon, 28 July 2014 01:23 | There are 3 issues I know of that can cause double kills:
Picking up powerups after death.
Regen scripts that don't stop on death.
Reversing damage from a player in a Damaged event. (Because the kill message code is in a dumb place.)
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Its not just the kill messages that repeat when the double/triple kill bug happens. The killed function on any script attached to the object is also called multiple times. For example a mutant spawning a visceroid on death would spawn it multiple times. I tried many things to eliminate this issue and the solution I gave was the only one that worked reliably. It eliminates the glitch entirely. If you are having issues with it, I recommend adding it to the kill function of all of your soldiergameobj in a plugin or in gmsoldier.
[Updated on: Mon, 28 July 2014 10:50] Report message to a moderator
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