Difference between revisions of "Development:Network:Deathmatch/2006 Archive"
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* no way to specify server config file | * no way to specify server config file | ||
* Server completely ignores python blocks in missions [[User:spiritplumber|spiritplumber]] 18:29, 30 August 2006 (PDT) | * Server completely ignores python blocks in missions [[User:spiritplumber|spiritplumber]] 18:29, 30 August 2006 (PDT) | ||
− | |||
* Accidental disconnect(cable yank) leaves a ghost -- add a heartbeat/deadman switch? [[User:spiritplumber|spiritplumber]] 18:29, 30 August 2006 (PDT) | * Accidental disconnect(cable yank) leaves a ghost -- add a heartbeat/deadman switch? [[User:spiritplumber|spiritplumber]] 18:29, 30 August 2006 (PDT) | ||
* in mission files, client is allowed to spawn stuff, which is then "braindead" [[User:spiritplumber|spiritplumber]] 18:29, 30 August 2006 (PDT) | * in mission files, client is allowed to spawn stuff, which is then "braindead" [[User:spiritplumber|spiritplumber]] 18:29, 30 August 2006 (PDT) | ||
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Old Bugs: | Old Bugs: | ||
+ | * ship-firing weapons end up not being fired | ||
+ | ** must be a type of weapon that fires with enter, like mountsize="heavy-capship-missile" instead of "capship-heavy" [[User:hellcatv|hellcatv]] 02:07, 2 September 2006 (PDT) | ||
* Extra shots fired --[[User:eddit|eddit]] 06:36, 25 August 2006 (PDT) | * Extra shots fired --[[User:eddit|eddit]] 06:36, 25 August 2006 (PDT) |
Revision as of 10:07, 2 September 2006
Please write down any issues here... try to add to previously reported bugs rather than listing the same bug twice. Use four tilde (~) characters in a row to sign your name after your bug report
Current Bugs:
- lag when another player joins hellcatv 19:25, 22 August 2006 (PDT)
- also when someone respawns
- Spec is always allowed hellcatv 19:26, 22 August 2006 (PDT)
- Doesn't drain energy
- no way to specify server config file
- Server completely ignores python blocks in missions spiritplumber 18:29, 30 August 2006 (PDT)
- Accidental disconnect(cable yank) leaves a ghost -- add a heartbeat/deadman switch? spiritplumber 18:29, 30 August 2006 (PDT)
- in mission files, client is allowed to spawn stuff, which is then "braindead" spiritplumber 18:29, 30 August 2006 (PDT)
Old Bugs:
- ship-firing weapons end up not being fired
- must be a type of weapon that fires with enter, like mountsize="heavy-capship-missile" instead of "capship-heavy" hellcatv 02:07, 2 September 2006 (PDT)
- Extra shots fired --eddit 06:36, 25 August 2006 (PDT)
- When you fire once, sometimes get extra shots fired
- We should ignore server instructions to START firing if the weapon was preemptively fired (as a lag reduction measure)... hellcatv 15:57, 31 August 2006 (PDT)
- Happens with missiles as well
- Only bolt style missiles
- Currently I'm using a pacifier
- When you fire once, sometimes get extra shots fired
- Missile remaining counts incorrect --eddit 06:43, 25 August 2006 (PDT)
- When you launch missiles, the number of missiles remaining sometimes jump up after a shot!
- Currently I'm using a pacifier
- no damage from ship-ship collisions dandandaman 04:16, 24 August 2006 (PDT)
- rebound happens, but no damage (hull, shield or armour) results
- This is because rebound happens on the client before the server gets wind of the collision---have some ideas but they'll have to wait--- collision damage is lame anyway in multiplayer hellcatv 01:16, 2 September 2006 (PDT)
- Missiles don't always fire, and sometimes launcher with 0 is selected
- cycling through missile types seems to resolve it---clearly something to do with active mounts
- I think it's fixed hellcatv 00:20, 24 August 2006 (PDT)
- Still seems to be a problem --eddit 06:48, 25 August 2006 (PDT)
- Ugh...not sure why :-( the cycle fix should have done it...Can you desccribe an easy way to repro it now ...I sometimes get it too... hellcatv 15:59, 31 August 2006 (PDT)
- Can't reproduce the problem... which ship and loadout---and what were the missile counts when it fails--and are you sure the server is actually keeping the lock? i.e. was the target stationary... maybe on server side the target fell out of your cone
- Ok I got it for sure this time :-) Turns out that firing guns toggled the missile lock time--I never found this while testing missiles alone except when I printed out the locktimes over and over hellcatv 01:16, 2 September 2006 (PDT)
- Can't reproduce the problem... which ship and loadout---and what were the missile counts when it fails--and are you sure the server is actually keeping the lock? i.e. was the target stationary... maybe on server side the target fell out of your cone
- Problems withe the chat system --www2 11:36, 27 August 2006 (UTC)
- When your press the chat key than disable all filght controll.
- not gonna change (at least until new keyboard interface system)
- When your press the chat key than disable all filght controll.
- hundreds of CMD_TARGET(0) requests presumably from dead or nontargetting players
- Fixed hellcatv 22:45, 23 August 2006 (PDT)
- when respawning can be locked into talk mode
- Fixed hellcatv 01:19, 24 August 2006 (PDT)
- esc should quit talk mode
- Fixed hellcatv 01:19, 24 August 2006 (PDT)
- should zoom in when respawned
- Fixed hellcatv 01:19, 24 August 2006 (PDT)
- Torps shouldn't last as long
- fixed...if they have lost their target they expire in 30 seconds (config var) hellcatv 00:58, 24 August 2006 (PDT)
- Ejects are irksome...they should either...expire... or ... never be created
- Fixed (physics, eject_live_time in config) so that eject seats expire after a while hellcatv 00:32, 24 August 2006 (PDT)