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Re: Now collecting scripts 4.1 bugs [message #488662 is a reply to message #488287] Wed, 16 July 2014 13:49 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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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]

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Re: Now collecting scripts 4.1 bugs [message #488664 is a reply to message #488287] Wed, 16 July 2014 14:12 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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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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Re: Now collecting scripts 4.1 bugs [message #488667 is a reply to message #488287] Wed, 16 July 2014 16:22 Go to previous messageGo to next message
Mauler
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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
Re: Now collecting scripts 4.1 bugs [message #488675 is a reply to message #488664] Wed, 16 July 2014 22:11 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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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.



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]

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Re: Now collecting scripts 4.1 bugs [message #488678 is a reply to message #488667] Thu, 17 July 2014 01:27 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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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


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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Re: Now collecting scripts 4.1 bugs [message #488685 is a reply to message #488678] Thu, 17 July 2014 08:31 Go to previous messageGo to next message
Mauler
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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


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.


That is not what i meant at all...

Go back and watch the video..
Re: Now collecting scripts 4.1 bugs [message #488686 is a reply to message #488287] Thu, 17 July 2014 09:12 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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Love to but I'm at work

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Re: Now collecting scripts 4.1 bugs [message #488687 is a reply to message #488287] Thu, 17 July 2014 10:20 Go to previous messageGo to next message
Xpert is currently offline  Xpert
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The video is an old age bug even before scripts when your vehicle or character walks into an object like a bush, your gun turret goes haywire and starts rotating up or in other directions.

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Re: Now collecting scripts 4.1 bugs [message #488688 is a reply to message #488687] Thu, 17 July 2014 10:31 Go to previous messageGo to next message
roszek is currently offline  roszek
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Not sure if this is a bug or something else going on but thought I'd post.

When I aim my camera at a higher amount of polys (not a huge amount) you can see emitters disappear.

kinda looks like lod going on with the emitters but w3d viewer shows no lod. :/ I've seen this happening for quite a while.

Video: https://www.youtube.com/watch?v=RAy8GHBVID8

Would be nice to not have this happen.

Re: Now collecting scripts 4.1 bugs [message #488690 is a reply to message #488675] Thu, 17 July 2014 11:25 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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dblaney1 wrote on Thu, 17 July 2014 07:11

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.



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.


Ok, strange. All files/priorities are treated the same way, and mapname.ddb loading is treated the same on client and server afaik. Not sure what could cause what you describe. I'll leave it for the TT team to figure out.


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Re: Now collecting scripts 4.1 bugs [message #488719 is a reply to message #488690] Fri, 18 July 2014 13:19 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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As a side note, we might want to make Renegade reload the default strings.tbl at the end of a game. I have noticed that things like team name changes and menu changes carry over from one map to the next.

Re: Now collecting scripts 4.1 bugs [message #488783 is a reply to message #488287] Fri, 25 July 2014 21:30 Go to previous messageGo to next message
roszek is currently offline  roszek
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What about the bug where you can keep getting killed while you are dead, and also pick up a power up when u die...
Re: Now collecting scripts 4.1 bugs [message #488784 is a reply to message #488287] Fri, 25 July 2014 23:20 Go to previous messageGo to next message
Whitedragon is currently offline  Whitedragon
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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.

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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 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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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...


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]

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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 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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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.


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[Updated on: Sun, 27 July 2014 15:47]

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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 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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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.


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.
Re: Now collecting scripts 4.1 bugs [message #488803 is a reply to message #488287] Sun, 27 July 2014 19:21 Go to previous messageGo to next message
Omar007 is currently offline  Omar007
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Kind of like splinting a leg; it'll do for the moment but it'll still need proper attention and fixing Razz

But yea as you already said yourself and as DanPaul says, this is not something you want in the actual scripts code..


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Re: Now collecting scripts 4.1 bugs [message #488805 is a reply to message #488803] Sun, 27 July 2014 19:27 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Or we could be realistic and realize that not everyone is going to know all the scripts in the world thus a lot of them will be remade regardless as to whether others would work in their map or not.

Re: Now collecting scripts 4.1 bugs [message #488806 is a reply to message #488287] Sun, 27 July 2014 19:47 Go to previous messageGo to next message
Whitedragon is currently offline  Whitedragon
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It isn't possible to damage objects that are already dead, so that Blamo thing shouldn't be doing anything.

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Re: Now collecting scripts 4.1 bugs [message #488809 is a reply to message #488806] Sun, 27 July 2014 20:37 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Whitedragon wrote on Sun, 27 July 2014 20:47

It isn't possible to damage objects that are already dead, so that Blamo thing shouldn't be doing anything.

Yeah even if you did change the armor to blamo the damage event is still called, 0 damage just shows up (at least in 3.4.4).


[Updated on: Sun, 27 July 2014 20:37]

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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 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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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.


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]

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Re: Now collecting scripts 4.1 bugs [message #488812 is a reply to message #488811] Mon, 28 July 2014 00:37 Go to previous messageGo to next message
roszek is currently offline  roszek
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Well that kill think does not always happen so I'm not sure how you can say you fixed something in a way that is not possible because it works on your mpf whatever test server that is virtually empty.

@Whitedragon: Happy to hear the powerup thing is fixed that was quite annoying. Big Ups
Re: Now collecting scripts 4.1 bugs [message #488813 is a reply to message #488287] Mon, 28 July 2014 01:23 Go to previous messageGo to next message
Whitedragon is currently offline  Whitedragon
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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.)


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Re: Now collecting scripts 4.1 bugs [message #488816 is a reply to message #488812] Mon, 28 July 2014 10:40 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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roszek wrote on Mon, 28 July 2014 00:37

Well that kill think does not always happen so I'm not sure how you can say you fixed something in a way that is not possible because it works on your mpf whatever test server that is virtually empty.

@Whitedragon: Happy to hear the powerup thing is fixed that was quite annoying. Big Ups


Its not just on the test server. Its on ultraaow as well.
Re: Now collecting scripts 4.1 bugs [message #488817 is a reply to message #488813] Mon, 28 July 2014 10:43 Go to previous messageGo to previous message
dblaney1 is currently offline  dblaney1
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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.)



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]

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