Notes |
|
|
Can somebody go through the old 98d builds here and here, and find out in which revision this broke? |
|
|
|
I couldn't reproduce this. Using the announcer that followed with the 98c package, everything seems to work as intended. Tested from r2878 to r2937 found in the first link. Even r2948 seems to work properly.
This isn't related to the above, but while testing between the builds, I noticed that the first client ever connected to a team game (e.g. TDM/CTF/ST) server cannot instantly join the game for some reason. The first entering becomes voided and you have to wait for 10 seconds until you can join. You can however, instantly join the game through the console. This happens in 98c to r2948. |
|
|
|
I fixed the joining problem.
Regarding the announcer problem: Wartorn, can you reproduce it? Did you by any chance forget to load an announcer when this happened for you? |
|
|
(0000206)
|
Wartorn
|
2010-09-29 23:47
(edited on: 2010-09-29 23:48) |
|
|
|
|
I found and fixed one bug here: A team that is taking the lead is not announced as leading if it already was leading before the teams got tied. This also happened in 98c though. Does this fix the problems you were having?
BTW: What did you do in the middle of the video where you respawned out of nowhere and the frags of the red team dropped to zero? |
|
|
|
Woops, I probably should've shown it somewhere in the video, but that was me restarting the map using the server console. I cut that out since it added unnecessary hang time on the video. I was hoping the annotations around that area would explain that but I guess it wasn't clear enough.
Regarding the build fix, it doesn't look like it resolved the problem. However I've noticed a new pattern it introduced. It seems to be carrying over the leading team from the previous maps on a map change, until another player from the other team kills someone from the leading side, then it stores the new leading team for the next few map changes. |
|
|
(0000270)
|
Torr Samaho
|
2010-10-04 21:17
(edited on: 2010-10-04 21:26) |
|
I didn't see the annotations because I didn't watch the video in my web browser but downloaded it and watched it with mpc-hc ;).
Anyway, please describe exactly how to reproduce this from a freshly started server (including the settings you use to start the server). If I just start a server and play it seems to work just fine.
And if you have a step by step guide on how to reproduce this, please also double check if it's really different from 98c.
EDIT: Is it possible that this only happens after a map change (i.e. not on the map the server was started with) and with the most recent beta only once after each map change?
|
|
|
|
Hm. After further investigation, it's apparently the exact same behavior in both 98c and 98d, from what I'm testing. These are the instructions I wrote to get the effect of what I reported, although now that I think of it it doesn't seem of much relevance in a real game.
1) Start a default Team Deathmatch server (DMFlags should default 20612 and the rest 0 if you're using IDE. I am.)
2) Have client A join Red team, and client B the Blue team.
3) Control client A and kill client B. The result should be the announcer says "Red has taken the lead."
4) Restart the map using the server console with "map <whatever map you use here>". I use d2dm1 for testing.
5) Repeat step 2 here.
6) Repeat step 3 here. The result should be the announcer simply doesn't play the line at all.
7) You can repeat the 3 steps above this one if you'd like, to get a feel that it's carrying over. I tried it multiple times and the leading team carries over every time.
8) Now to verify that it's repeating, do steps 4-6, except using client B instead of A. On the first time client B kills client A, it should say "Blue team has taken the lead". This signifies it is now carrying over until the opposite team gets a kill. |
|
|
|
This should fix the issue. |
|
|
|
|