Notes |
|
(0002667)
|
TIHan
|
2012-02-22 08:52
|
|
|
|
(0002707)
|
TIHan
|
2012-02-28 05:33
(edited on: 2012-02-28 05:46) |
|
|
|
|
I added your "sliding doors during map reset" fix (slightly extended for single player) and also added your *_SetPolyDoorSpeedRotation functions. Still need to look into your po_man.cpp changes. In the meantime, can somebody thoroughly test the binaries TIHan posted above? Would be really nice if the changes fix all the poly object issues :). |
|
|
(0002821)
|
TIHan
|
2012-03-17 20:09
|
|
Check the latest changes in the branch. I updated it to your current codebase and probably fixed the latest issues the poly objects had when they closed. |
|
|
|
> probably fixed the latest issues the poly objects had when they closed.
Does your latest change fix any problems that you could reproduce? I'm asking this because wario reported that the latest change still has the same problems.
BTW: Judging from wario's feedback overall your fixes seem to be very effective :). |
|
|
(0002835)
|
TIHan
|
2012-03-18 23:31
|
|
I did manage to reproduce the swinging doors not closing perfectly all the way, after I attempted a fix it didn't happen again. I'm going to need better test wads for poly objects. |
|
|
|
I see. I'm asking to find out whether the SERVERCOMMANDS_SetPolyDoorSpeedPosition and SERVERCOMMANDS_SetPolyDoorSpeedRotation calls added in the latest fix improve the situation or not. |
|
|
(0002838)
|
TIHan
|
2012-03-19 00:03
|
|
> I'm asking to find out whether the SERVERCOMMANDS_SetPolyDoorSpeedPosition and SERVERCOMMANDS_SetPolyDoorSpeedRotation calls added in the latest fix improve the situation or not.
Yea, that's what I meant. To my observations, they did. |
|
|
|
> Yea, that's what I meant. To my observations, they did.
And you can reproduce this, i.e. if you remove the calls the problems you observed come back? If so, all is fine :). I'm just double checking everything here since your formulation "I did manage to reproduce the swinging doors not closing perfectly all the way, after I attempted a fix it didn't happen again." sounded to me like you never tried to go back after it seemed fixed to check whether the change fixed it or you just can't reproduce the problem reliably enough. |
|
|
(0002841)
|
TIHan
|
2012-03-19 01:01
|
|
Check the latest changes. Hopefully this should solve the issue. |
|
|
(0002855)
|
TIHan
|
2012-03-22 00:16
|
|
Hmm, for some reason all the bugs in the Bugs Forum got killed. Anyway, this is the changeset that fixes broke poly object doors when a client connects if a poly object door is fully open or moving.'https://bitbucket.org/TIHan/tst/changeset/e198f264fd80 [^]'
A bit of stuff was changed here, please read comments to understand my reasoning. |
|
|
|
> Hmm, for some reason all the bugs in the Bugs Forum got killed.
Good grief. What is going on there?
> Anyway, this is the changeset that fixes broke poly object doors when a client connects if a poly object door is fully open or moving
Hmm, at first glance I'm not sure that this has to work in all cases. Is a polyobject that is not at it's initial position guaranteed to have an associated action? In particular something that is not a door. |
|
|
(0002858)
|
TIHan
|
2012-03-22 01:42
|
|
|
|
(0002861)
|
TIHan
|
2012-03-23 06:20
|
|
|
|
(0002872)
|
wario
|
2012-03-24 16:58
|
|
|
|
(0003319)
|
TIHan
|
2012-04-16 08:56
|
|
|
|
(0003332)
|
TIHan
|
2012-04-17 04:00
(edited on: 2012-04-17 06:42) |
|
|
|
|
The fact that this is like the third (?) final version of the fix makes me kinda nervous ;). How thoroughly was the last incarnation of the fix tested? |
|
|
(0003368)
|
TIHan
|
2012-04-21 20:07
|
|
> How thoroughly was the last incarnation of the fix tested?
I believe Wario tested it pretty thoroughly as he always provided even the slightest bugs with them when I did the fixes.
Really where I was going with the last few changes was to make it simple and cut out code. |
|
|
|
Patch added, but you take the responsibility ;). |
|