View previous topic :: View next topic |
Author |
Message |
Doomination God like!
Joined: 23 Oct 2006 Location: It's NOT lupus. Posts: 6.022 x 10^23
|
Posted: Wed Jul 15, 2009 3:50 pm Post subject: |
|
|
spacepirate wrote: | There is this annoying bug in every server. That is, you sometimes see the sprites of a Soulsphere or a Megasphere, but it hasn't respawned yet. It looks like it.
Do you guys know what I am talking about? |
didn't kilgore fix this in 1.08.08? I swear I remember reading something like that in the changelog. |
|
Back to top |
|
|
Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
|
Posted: Thu Jul 16, 2009 12:14 am Post subject: |
|
|
It was fixed in one of the release candidates that are floating about (and are linked to in the #zdplayers channel topic). |
|
Back to top |
|
|
Dopefish Dominating!
Joined: 18 Aug 2006 Location: From the shadows I come!
|
Posted: Fri Jul 24, 2009 11:23 am Post subject: |
|
|
Well, this one is pretty old though. When using r_detail 2 , there is bad rendering when closing the console. And when using r_detail 3, the screen goes shit when console is opened. |
|
Back to top |
|
|
spacepirate AssPants
Joined: 25 Jan 2005 Location: que pasa
|
Posted: Fri Jul 24, 2009 11:52 am Post subject: |
|
|
Yeah or what about the invisible lifts? Almost everytime I make a lift go down it goes invisible and then I need to wait for the sound so I know it is down.
Familiar? |
|
Back to top |
|
|
Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
|
Posted: Fri Jul 24, 2009 3:23 pm Post subject: |
|
|
I think we're stuck with that behaviour for lifts which move at odd speeds until we get the 1.09 netcode. |
|
Back to top |
|
|
spacepirate AssPants
Joined: 25 Jan 2005 Location: que pasa
|
Posted: Mon Jul 27, 2009 9:03 pm Post subject: |
|
|
Ow. Well good luck then.
It also reminds me about some weird looking Help if you press F1. You always see weird vertical lines... small bug though. |
|
Back to top |
|
|
DoomerMrT Dominating!
Joined: 09 Mar 2007 Location: http://destiny-server.ath.cx/forums/
|
Posted: Mon Aug 24, 2009 10:56 am Post subject: |
|
|
This bug is in since forever: the weapons' select and deselect states are mixed up in dehacked. |
|
Back to top |
|
|
Xenaero Unstoppable!
Joined: 23 May 2003 Location: United States Clan: UniDoom
|
Posted: Mon Aug 24, 2009 5:14 pm Post subject: |
|
|
Cybershark wrote: | It was fixed in one of the release candidates that are floating about (and are linked to in the #zdplayers channel topic). |
What's weird is I just got this last night while playing ctf on the final 1.08.08. Don't know what's up, since when I tried to recreate it, it wouldn't do the same thing. I guess it's a fluke. Ima keep my eyes open though. |
|
Back to top |
|
|
Kilgore Air Cavalry
Joined: 17 Jun 2003 Location: Up the river
|
Posted: Mon Aug 24, 2009 6:24 pm Post subject: |
|
|
Xenaero: sometimes this can and *will* happen because of a dropped packet (the packet that tells your client that the item has been taken). But it's related to the net connection quality, the load, etc. It's not systematic like it used to be before 1.08.08. That's why it's harder to reproduce it. |
|
Back to top |
|
|
Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
|
Posted: Mon Aug 24, 2009 7:45 pm Post subject: |
|
|
Non-player activated exits causing a crash - read here for elucidation. |
|
Back to top |
|
|
The Ultimate DooMer God like!
Joined: 30 Aug 2004
|
Posted: Mon Aug 24, 2009 8:50 pm Post subject: |
|
|
Splash damage (from your own rocket) is completely broken on servers launched with zsl 2.0.0.0 b22. (b18 was fine)
And lifts with a speed of 4 go invisible, even though it's a power of 2. |
|
Back to top |
|
|
Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
|
Posted: Mon Aug 24, 2009 10:11 pm Post subject: |
|
|
If, as you say, it was 'completely' broken on that server build do you not think we'd have had a truckload more complaints by now?
Check your splashfactor value methinks |
|
Back to top |
|
|
Kilgore Air Cavalry
Joined: 17 Jun 2003 Location: Up the river
|
Posted: Mon Aug 24, 2009 10:46 pm Post subject: |
|
|
TUD: update your ZSL. It's long fixed. |
|
Back to top |
|
|
Empyre Unstoppable!
Joined: 13 Dec 2006 Location: Texas, USA
|
Posted: Mon Aug 24, 2009 11:59 pm Post subject: |
|
|
I just looked here, and beta 22 is the latest version.
For now, my coop server is using vampire mode, and it is not working exactly as described in the change log. Players are healing to full sphere health, 200, instead of halfway between normal and sphere, 150. To try to balance this, I used dmflags to disable all other means of getting health, although unfortunately, that means there is also no blue armor, rad suit, or invulerability. However, the vampire mode is so powerful that I think it is still a good deal.
Last edited by Empyre on Tue Aug 25, 2009 12:07 am; edited 1 time in total |
|
Back to top |
|
|
The Ultimate DooMer God like!
Joined: 30 Aug 2004
|
Posted: Tue Aug 25, 2009 12:05 am Post subject: |
|
|
I updated to that today...and then find out 3 posts ago that it's controlled by a setting called splashfactor, which does not have the normal splash damage (1) set as a default. Instead it has 0 splash damage set, presumably so that survival mods have the idiot-in-your-face-when-you-fire-a-rocket factor taken out. Good for survival mods, bad for any servers where rocket jumping is used (including ctf etc.)
(assuming ofc that not every server admin reads and understands the changelog and applies the new function to every server) |
|
Back to top |
|
|
soncdoommario Unstoppable!
Joined: 19 Jun 2004 Location: Attleboro, Massachusetts
|
Posted: Tue Aug 25, 2009 12:16 am Post subject: |
|
|
The Ultimate DooMer wrote: | Splash damage (from your own rocket) is completely broken on servers launched with zsl 2.0.0.0 b22. (b18 was fine)
And lifts with a speed of 4 go invisible, even though it's a power of 2. |
The splashfactor was magically set to 0 in beta 22 of ZSL. It can be fixed (for now) by just going to extra game settings and setting it to the default of 1, or whatever you'd want it to be.
Found this out thanks to the help of Doom2Pro, Kilgore, and a few members on this community. I kept getting insane as to why the final Icon of Sin boss wouldn't die after hitting it 2394003429048 times. |
|
Back to top |
|
|
Empyre Unstoppable!
Joined: 13 Dec 2006 Location: Texas, USA
|
Posted: Tue Aug 25, 2009 1:18 am Post subject: |
|
|
Oh, the splash damage doesn't hurt the enemy either? We can't have that. |
|
Back to top |
|
|
soncdoommario Unstoppable!
Joined: 19 Jun 2004 Location: Attleboro, Massachusetts
|
Posted: Tue Aug 25, 2009 5:03 am Post subject: |
|
|
Correct. I tried that out with Romero's Head.
Now, in many of the WADs, Romero is hurt with splash damage, not with direct hits. This applies to Doom 2, Plutonia, Plutonia 2, Alien Vendetta, and Hell Revealed, just to name a handful. He never died in any of these WADs when the splashfactor was set to 0 too. Can't even rocket suicide either.
In TNT, it did die. It's the only WAD I know where Romeo takes direct hits, |
|
Back to top |
|
|
Kilgore Air Cavalry
Joined: 17 Jun 2003 Location: Up the river
|
Posted: Wed Aug 26, 2009 7:42 pm Post subject: |
|
|
Empyre: read item 98 on the changelog.
TUD and sonicdoommario: if it's fixed to the proper default value in the latest ZSL, then there is no point in continuing this. It was a simple bug, it was quite obvious that something was wrong, it got fixed pretty quickly, it's over. It's not the end of the world no matter what some people think. |
|
Back to top |
|
|
soncdoommario Unstoppable!
Joined: 19 Jun 2004 Location: Attleboro, Massachusetts
|
Posted: Wed Aug 26, 2009 8:04 pm Post subject: |
|
|
Really? You happen to have a copy of beta 23 (or higher)?
If so, sweet. |
|
Back to top |
|
|
|