Author Topic: Prerelease of Rival Species Alpha 1260 (update39)  (Read 160281 times)

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #60 on: October 23, 2007, 05:48:42 PM »

Alhaus

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Ok, gives me a poke on the OX chan :)

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #61 on: October 28, 2007, 12:15:38 PM »

Bahl

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DONE funny, your followbot is still persistent on the server... . that causes indefinite restart of rounds, as long as you are only one player on the server. votemap to a different map kicks the followbot.
« Last Edit: November 04, 2007, 06:50:12 PM by Bahl »

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #62 on: October 28, 2007, 01:57:36 PM »

Alhaus

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DONE: Spawned with knife as BT but couldnt re-select it if i use the mouse wheel, yet can select it using the 1 key.
CANT: First person anims for me were playing fast and twitchy -Seems to just be me...odd
++ what abot the demo? ++
DONE: capping 1 flag ended the round, instead of needing to cap all the flags.
DONE: Necron warrior couldn't shoot
DONE: < Bahl > as IW marine, i cant choose my weapon number 3. my pistol is weapon number 4
« Last Edit: November 04, 2007, 05:10:08 PM by Bahl »

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #63 on: November 04, 2007, 08:31:35 PM »

Bahl

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all right, everything fixed, update available :-)

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #64 on: November 08, 2007, 12:14:06 AM »

Alhaus

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CANT: Class menu said there was players when there wasnt.
++ no idea how this is reproducable! the value should be the same on all clients at least after a new player connects, even if its wrong for some reason. its a shared value. ++
DONE: Gauss flayers was  reloading to 99 then went to 90 when it was finished
DONE: When connecting to the server i was sometimes stuck at the end of the water fall and wouldn't spawn, even after getting the menus. Reconnecting worked.
++ added a new spectator class to each team. (will remove the spectator team too later on.) that class cost 0 points, so this should be fixed ig uess. ++
DONE: Chainsword idle sound was playing when chainsword wasnt out but the sound was 'broken'
++ i think this was after the player with the chainsword disconnected there, wasn'T it? ++
DONE: Cahinsword was attacking uber fast

Not sure about these bugs:

CANT: Got case when i couldnt see or hear the necron warrior weapon effects. Before that i was a flayed one then changed class to a warrior.
++ when i do that, i can perfectly see the effects. ++

DONE: Kept getting "connection errors" unknown cause. Also i got dumped back to my desktop a few times without an error message. Each time i was near the bridge though (coinsidence?)
One time when you got D/C i also got D/C when you reconnected.
++ tried to fix something.. dunno if its a solution... no diea how to properly reproduce this. ++
« Last Edit: November 18, 2007, 05:20:01 PM by Bahl »

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #65 on: November 08, 2007, 12:16:15 AM »

Bahl

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the last one has most likely been crashes, the connection problems most likely server crashes!

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #66 on: November 21, 2007, 09:19:58 PM »

Bahl

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I'm working on that :-). it's not so easy to solve and might not be solved next time as well, but I'm trying my best! atm, I've fixed all mentioned bugs, but introduced changes to the menu system whcih currently mess up the game. (thus im still working on it.) the changes should also eliminiate yet another few reasons for the freeman bug. there might still be some left though.

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #67 on: November 26, 2007, 11:52:02 AM »

Bahl

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and there goes another one ^^. new update!

known bugs:

DONE: if you die within the first ten seconds, youre likely to eperience a nastily shortlived deathmenu. in that case, just hack 'deathmenu' in your console to bring it up again.

DONE: if you move the ladder, you get extremely fast

DONE: if you reconnect, you get into gordon mode
« Last Edit: December 01, 2007, 01:57:02 PM by Bahl »

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #68 on: December 01, 2007, 02:21:17 PM »

Bahl

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sooo there is a new update :-).

i hope there is a major reason gone for gordon.
« Last Edit: December 01, 2007, 02:23:51 PM by Bahl »

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #69 on: December 02, 2007, 11:07:06 PM »

Bahl

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well, i've updated the update. i fixed two crash and timing errors, but the

BUG gordon bug is still there.

if you connect, spawn and then reconnect, it is rather likely to happen. not absolutely sure though. i have no clue what causes it.

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #70 on: December 04, 2007, 02:33:07 PM »

Bahl

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thanks for trying to connect to the server :-). atm it is not in a testable mode though. I'm working on a very serious bug, the so called 'gordon' bug. every damn second connect to a dedicated server, the player gets spawned as gordon freeman from half-life 1. this behavior is really weird, but it was systematic within 6 trials right now.

I will put the server in testable mode again, when Ive found a solution for this. until then, you will always get the 'different client.dll' error message.

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #71 on: December 05, 2007, 12:03:05 AM »

Bahl

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absolutely :-). i shall tell you as soon as i killed him ^^. so far, i found out, that it even acts in the same pattern, if you shut down the game after each disconnection. so it really is a serverside bug. each frigging damn second connect, you get a gordon.

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #72 on: December 06, 2007, 03:30:34 PM »

Bahl

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heureka, ive found a reason! at some point, serverside, a client object is created that is nonzero, but has a ad index. it later on gets a good index, but my metaengine doesnt recognize this change. and this happens every second connect. (for some weird reason, on every second connect, hl creates a client with number 0 .... WHY ever.)

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #73 on: December 08, 2007, 01:49:17 PM »

Bahl

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well, while i sure have gordon cornered, im still in teh process of handing him the justice he deserves! By now I know more about the nature of the bug (found out by biting his tail). He actually really happens each second connect, because the game decides to re-allocate the CBasePlayer object after I've created the engine client object. (which leaves me with a 0 index in the CBasePlayer object and thus cant find the engine client object anymore and thus not being able to properly initialise the player later on.)

Re: Prerelease of Rival Species Alpha 1260 (update4)
« Reply #74 on: December 08, 2007, 03:54:53 PM »

Bahl

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HAH! he is dead :-D . oh yeah baby.... what a hunt! new update ^^.

DONE: the menues get very fast as soonas two players are online

DONE: the round constantly restarts if one team consists only of spectators

DONE: calling the scoreboard kills any menu that is currently up and thus destroying the chain of events during the roundstart.
« Last Edit: December 09, 2007, 04:45:02 PM by Bahl »