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Re: Now collecting scripts 4.1 bugs [message #488818 is a reply to message #488817] Mon, 28 July 2014 10:59 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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dblaney1 wrote on Mon, 28 July 2014 19:43

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.

You keep using that word, "solution" but are you aware that what you're doing isn't a solution but a work-around?


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Re: Now collecting scripts 4.1 bugs [message #488819 is a reply to message #488818] Mon, 28 July 2014 11:24 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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EvilWhiteDragon wrote on Mon, 28 July 2014 10:59

dblaney1 wrote on Mon, 28 July 2014 19:43

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.

You keep using that word, "solution" but are you aware that what you're doing isn't a solution but a work-around?



I never advocated actually merging this work around into the scripts code. Just gave a suggestion of a way to solve this issue in the mean time. The first post I made about it specifical addresses that. The second half of my post wasn't actually directed at you but rather roszek.

[Updated on: Mon, 28 July 2014 11:28]

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Re: Now collecting scripts 4.1 bugs [message #488820 is a reply to message #488817] Mon, 28 July 2014 12:54 Go to previous messageGo to next message
Whitedragon is currently offline  Whitedragon
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Right, the first 2 also cause the Killed event to be called. The third one only does the kill messages.

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[Updated on: Mon, 28 July 2014 12:55]

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Re: Now collecting scripts 4.1 bugs [message #488823 is a reply to message #488819] Mon, 28 July 2014 14:46 Go to previous messageGo to next message
roszek is currently offline  roszek
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dblaney1 wrote on Mon, 28 July 2014 11:24

The second half of my post wasn't actually directed at you but rather roszek.



The code you call a solution is not one for me. No need to continue arguing the point.

[Updated on: Sat, 02 August 2014 19:07]

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Re: Now collecting scripts 4.1 bugs [message #488930 is a reply to message #488287] Sat, 02 August 2014 21:17 Go to previous messageGo to next message
Xpert is currently offline  Xpert
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It's avoiding the actual problem rather than actually fixing it.

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Re: Now collecting scripts 4.1 bugs [message #489098 is a reply to message #488287] Sat, 23 August 2014 02:11 Go to previous messageGo to next message
dubstar is currently offline  dubstar
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I upgraded to the latest scripts (previous was 4.0 patch 1) and noticed a few bugs (these bugs started to happen from the first release of 4.1)

The first bug I noticed was the music &or sound effects crashing, this caused the sound to play continuously in a loop

Second, Eva would occasionally play random announcements

Third, "Insufficient Funds" pops up occasionally on screen and with the announcement

Finally there is a bug which either attempts to crash my game (hangs for a second) or crashes it. I can explain what happens when it crashes, usually a full game crash would start when there is a lot going on in game (i,e a tank battle, lots of smoke) it would freeze everything on screen (usually around 20-60 seconds) after that the game will return to being controllable but all the textures of the map/infantry and vehicles become corrupt (showing the wrong textures). To restore everything back to default I have to restart the client.

I should have reported these issues a long time ago Sad
4.0 patch 1 works perfect for me comapared to the latest and I hope some of these issues can be fixed.
Re: Now collecting scripts 4.1 bugs [message #489102 is a reply to message #488287] Sat, 23 August 2014 14:00 Go to previous messageGo to next message
Xpert is currently offline  Xpert
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Just remembered a bug that can be fixed. The team remix fucking blows. 4.0 suppose to fix the terrible remix. It really hasn't. In fact, it is a lot worst.

I played 5 games yesterday of 4 v 4 aow and the teams stayed the same for the last 5 games. Finally on the 6th game, it swapped 1 person with another. The teams didn't change much at all.

Also, spawning is terrible.

I've had times where I would suicide at the beginning of the map and I would re-spawn in the same spot I suicided in.


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Re: Now collecting scripts 4.1 bugs [message #489103 is a reply to message #489102] Sat, 23 August 2014 15:12 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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Xpert wrote on Sat, 23 August 2014 14:00

Just remembered a bug that can be fixed. The team remix fucking blows. 4.0 suppose to fix the terrible remix. It really hasn't. In fact, it is a lot worst.

I played 5 games yesterday of 4 v 4 aow and the teams stayed the same for the last 5 games. Finally on the 6th game, it swapped 1 person with another. The teams didn't change much at all.

Also, spawning is terrible.

I've had times where I would suicide at the beginning of the map and I would re-spawn in the same spot I suicided in.



Dragonade has its own team remixing code. Maybe something similar to it could be implemented.

Is there a way to intercept the spawn request and let server plugins customize the logic in which if chooses a spawn point.

[Updated on: Sat, 23 August 2014 15:15]

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Re: Now collecting scripts 4.1 bugs [message #489105 is a reply to message #488287] Mon, 25 August 2014 01:01 Go to previous messageGo to next message
Whitedragon is currently offline  Whitedragon
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Those issues mostly stem from bad RNG. I tried to fix it in DA, but I don't think it really helped any.

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Re: Now collecting scripts 4.1 bugs [message #489107 is a reply to message #488287] Mon, 25 August 2014 11:49 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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Yeah its amazing how complicated random number generation can be. Its a lot more sophisticated than people think. I read a lot of stuff about one day and its pretty fascinating.
Re: Now collecting scripts 4.1 bugs [message #489150 is a reply to message #488287] Tue, 02 September 2014 20:02 Go to previous messageGo to next message
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I have had three crashes since I reinstalled Renegade and installed Unofficial Patch for First Decade (1.04) and this patch for Renegade. I have set administrative privileges for all the games in the First Decade Launcher.

The crashes happen on the first mission for the campaign. The first happened about 2/3's through the first mission and the last two happened as I clicked the "continue" button at the screen where it lists your performance.

I get the "Renegade has encountered an internal error and is unable to continue normally" notification.

[Updated on: Tue, 02 September 2014 20:03]

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Re: Now collecting scripts 4.1 bugs [message #489152 is a reply to message #488287] Tue, 02 September 2014 21:40 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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That crash is already fixed (its an issue with the movie code)


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Re: Now collecting scripts 4.1 bugs [message #489153 is a reply to message #488287] Tue, 02 September 2014 21:54 Go to previous messageGo to next message
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What about the first crash? That one wasn't during any cutscene. It was in the middle of the level. How would the movie code crash it?
Re: Now collecting scripts 4.1 bugs [message #489155 is a reply to message #488287] Wed, 03 September 2014 06:28 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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No idea on that crash, sorry.
Its possible that whatever is causing it is already fixed.


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[Updated on: Wed, 03 September 2014 06:28]

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Re: Now collecting scripts 4.1 bugs [message #489161 is a reply to message #489155] Wed, 03 September 2014 15:09 Go to previous messageGo to next message
Hutchinman
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What key features do you need to implement before 4.2 is pushed to the public?

[Updated on: Wed, 03 September 2014 15:10]

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Re: Now collecting scripts 4.1 bugs [message #489175 is a reply to message #488287] Thu, 04 September 2014 18:18 Go to previous messageGo to next message
Xpert is currently offline  Xpert
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You should change the way vehicle shells spawn like the way dragonade is so that it doesn't get stuck in retarded places or float in mid air.

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Re: Now collecting scripts 4.1 bugs [message #489176 is a reply to message #489175] Thu, 04 September 2014 20:31 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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Xpert wrote on Thu, 04 September 2014 18:18

You should change the way vehicle shells spawn like the way dragonade is so that it doesn't get stuck in retarded places or float in mid air.

There's too many things to list that should be more like dragonade lol.
Re: Now collecting scripts 4.1 bugs [message #489179 is a reply to message #488287] Thu, 04 September 2014 22:00 Go to previous messageGo to next message
Xpert is currently offline  Xpert
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I don't even use dragonade. I modified SSGM myself because it was a disappointment to me on how it came out.

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Re: Now collecting scripts 4.1 bugs [message #489190 is a reply to message #489179] Fri, 05 September 2014 19:47 Go to previous messageGo to next message
roszek is currently offline  roszek
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There seems to be an issue with the map timer, it works fine on stock maps, but with the packages it only seems to work on the first map then drops to 30 min on every map after. Could just be me but I get this issue on two separate severs.

[Updated on: Fri, 05 September 2014 20:29]

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Re: Now collecting scripts 4.1 bugs [message #489192 is a reply to message #489190] Fri, 05 September 2014 21:17 Go to previous messageGo to next message
Xpert is currently offline  Xpert
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roszek wrote on Fri, 05 September 2014 22:47

There seems to be an issue with the map timer, it works fine on stock maps, but with the packages it only seems to work on the first map then drops to 30 min on every map after. Could just be me but I get this issue on two separate severs.


I'm confused. How are you setting the map time?


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Re: Now collecting scripts 4.1 bugs [message #489193 is a reply to message #489192] Fri, 05 September 2014 21:50 Go to previous messageGo to next message
roszek is currently offline  roszek
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Xpert wrote on Fri, 05 September 2014 21:17

roszek wrote on Fri, 05 September 2014 22:47

There seems to be an issue with the map timer, it works fine on stock maps, but with the packages it only seems to work on the first map then drops to 30 min on every map after. Could just be me but I get this issue on two separate severs.


I'm confused. How are you setting the map time?



Well I'm using a custom timer but was pointing out that prior to that when I set the time in the svrcfg_cnc.ini it only worked on the first map unless it was a stock map. Neutral
Re: Now collecting scripts 4.1 bugs [message #489195 is a reply to message #489193] Fri, 05 September 2014 23:18 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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roszek wrote on Fri, 05 September 2014 21:50

Xpert wrote on Fri, 05 September 2014 21:17

roszek wrote on Fri, 05 September 2014 22:47

There seems to be an issue with the map timer, it works fine on stock maps, but with the packages it only seems to work on the first map then drops to 30 min on every map after. Could just be me but I get this issue on two separate severs.


I'm confused. How are you setting the map time?



Well I'm using a custom timer but was pointing out that prior to that when I set the time in the svrcfg_cnc.ini it only worked on the first map unless it was a stock map. Neutral


I think thats actually a brenbot issue. Even with the map settings module disabled it still sets the time. You have to edit brenbots source code and remove the time set line in modules.pm

[Updated on: Fri, 05 September 2014 23:19]

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Re: Now collecting scripts 4.1 bugs [message #489196 is a reply to message #488287] Sat, 06 September 2014 05:46 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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Oh? I wasn't aware of that issue, where have you reported that bug?

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Re: Now collecting scripts 4.1 bugs [message #489200 is a reply to message #488287] Sat, 06 September 2014 10:29 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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you have to use time and timel. Or what ever they are called. You need to set the server time time limit then set the server time.

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Re: Now collecting scripts 4.1 bugs [message #489206 is a reply to message #488287] Sat, 06 September 2014 15:37 Go to previous messageGo to previous message
Ethenal is currently offline  Ethenal
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Damn I never knew that, is timel persistent over map changes?

-TLS-DJ-EYE-K wrote on Mon, 18 March 2013 07:29

Instead of showing us that u aren't more inteligent than a Toast, maybe you should start becomming good in renegade Thumbs Up

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