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

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)