Difference between revisions of "Development:Network:Deathmatch/2006 Archive"

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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
 
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:
+
==Current Bugs:==
 
* lag when another player joins [[User:hellcatv|hellcatv]] 19:25, 22 August 2006 (PDT)
 
* lag when another player joins [[User:hellcatv|hellcatv]] 19:25, 22 August 2006 (PDT)
 
** also when someone respawns  
 
** also when someone respawns  
 
* Spec is always allowed [[User:hellcatv|hellcatv]] 19:26, 22 August 2006 (PDT)
 
* Spec is always allowed [[User:hellcatv|hellcatv]] 19:26, 22 August 2006 (PDT)
 
** Doesn't drain energy
 
** Doesn't drain energy
 +
* in mission files, client is allowed to spawn stuff, which is then "braindead" [[User:spiritplumber|spiritplumber]] 18:29, 30 August 2006 (PDT)
 +
**Especially when server.py is present and client executes a server.server() because it's considered one of player[0]'s active missions
 +
* Accidental disconnect(cable yank) leaves a ghost -- add a heartbeat/deadman switch? [[User:spiritplumber|spiritplumber]] 18:29, 30 August 2006 (PDT)
 +
**should be fixed--needs testing--default 3 min timeout [[User:hellcatv|hellcatv]] 03:52, 2 September 2006 (PDT)
 +
*Login problem with the main acount server with the curent svn releas [[User:www2|www2]] 16:03 PM  Seprember 11 2006 (UCT)
  
 
+
==Old Bugs:==
Old Bugs:
+
* no way to specify server config file
 +
**Now there is... and also a way to specify a port with -p
 +
* Server completely ignores python blocks in missions [[User:spiritplumber|spiritplumber]] 18:29, 30 August 2006 (PDT)
 +
**Fixed server now loads server.server()
 +
* 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)
 +
** 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)... [[User:hellcatv|hellcatv]] 15:57, 31 August 2006 (PDT)
 +
** Happens with missiles as well
 +
*** Only bolt style missiles
 +
** Currently I'm using a pacifier
 +
* Missile remaining counts incorrect --[[User:eddit|eddit]] 06:43, 25 August 2006 (PDT)
 +
** When you launch missiles, the number of missiles remaining sometimes jump up after a shot!
 +
***server thinks you fired a different number---being updated for the fast missiles is going to have to be a solution (either that or laggy shots) [[User:hellcatv|hellcatv]] 15:57, 31 August 2006 (PDT)
 +
****Fixed [[User:hellcatv|hellcatv]] 01:32, 2 September 2006 (PDT)
 +
** Currently I'm using a pacifier
 +
* no damage from ship-ship collisions [[User:dandandaman|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 [[User:hellcatv|hellcatv]] 01:16, 2 September 2006 (PDT)
 
*Missiles don't always fire, and sometimes launcher with 0 is selected
 
*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
 
**cycling through missile types seems to resolve it---clearly something to do with active mounts
 
**I think it's fixed [[User:hellcatv|hellcatv]] 00:20, 24 August 2006 (PDT)
 
**I think it's fixed [[User:hellcatv|hellcatv]] 00:20, 24 August 2006 (PDT)
 +
**Still seems to be a problem --[[User:eddit|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... [[User:hellcatv|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 [[User:hellcatv|hellcatv]] 01:16, 2 September 2006 (PDT)
 +
* Problems withe the chat system --[[User:www2|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)
 
*hundreds of CMD_TARGET(0) requests presumably from dead or nontargetting players
 
*hundreds of CMD_TARGET(0) requests presumably from dead or nontargetting players
 
**Fixed [[User:hellcatv|hellcatv]] 22:45, 23 August 2006 (PDT)
 
**Fixed [[User:hellcatv|hellcatv]] 22:45, 23 August 2006 (PDT)

Latest revision as of 05:20, 13 February 2008

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
  • in mission files, client is allowed to spawn stuff, which is then "braindead" spiritplumber 18:29, 30 August 2006 (PDT)
    • Especially when server.py is present and client executes a server.server() because it's considered one of player[0]'s active missions
  • Accidental disconnect(cable yank) leaves a ghost -- add a heartbeat/deadman switch? spiritplumber 18:29, 30 August 2006 (PDT)
    • should be fixed--needs testing--default 3 min timeout hellcatv 03:52, 2 September 2006 (PDT)
  • Login problem with the main acount server with the curent svn releas www2 16:03 PM Seprember 11 2006 (UCT)

Old Bugs:

  • no way to specify server config file
    • Now there is... and also a way to specify a port with -p
  • Server completely ignores python blocks in missions spiritplumber 18:29, 30 August 2006 (PDT)
    • Fixed server now loads server.server()
  • 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
  • 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!
      • server thinks you fired a different number---being updated for the fast missiles is going to have to be a solution (either that or laggy shots) hellcatv 15:57, 31 August 2006 (PDT)
        • Fixed hellcatv 01:32, 2 September 2006 (PDT)
    • 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)
  • 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)
  • 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)