Author Topic: 20080426 revision 4609  (Read 10965 times)

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Offline MP-Ryan

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Re: 20080423 revision 4608
Yet another bug.  This one is multiplayer only.

http://scp.indiegames.us/mantis/view.php?id=1673
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Offline chief1983

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Re: 20080423 revision 4608
just a quick question , this is marked a 3.6.9 build , it has no normal maps and no jpa /tga textures but logs into 3.6.10 network in multiplayer can you please clarify what this build is as we are bug testing 3.6.10 multiplayer........

Sorry, guess I forgot to change the file name.  The default in the build process is apparently to name them 3.6.9 still, and I didn't even notice it.  It's just a checkout from SVN, stable branch, and then built as-is.  It's only 'marked' a 3.6.9 build by the filename, in game it's still 3.6.10 correct?
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Offline MP-Ryan

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Re: 20080423 revision 4608
just a quick question , this is marked a 3.6.9 build , it has no normal maps and no jpa /tga textures but logs into 3.6.10 network in multiplayer can you please clarify what this build is as we are bug testing 3.6.10 multiplayer........

Sorry, guess I forgot to change the file name.  The default in the build process is apparently to name them 3.6.9 still, and I didn't even notice it.  It's just a checkout from SVN, stable branch, and then built as-is.  It's only 'marked' a 3.6.9 build by the filename, in game it's still 3.6.10 correct?

Correct.  It shows as a 3.6.10 build.
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Offline Shade

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Re: 20080423 revision 4608
It also connnects fine to the 3.6.10 server in MP, and plays nice enough when paired with Xt builds. We were able to test both of those extensively tonight.
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Offline chief1983

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Re: 20080423 revision 4608
Ryan, I uploaded another build that had a change done to hudbrackets.cpp, and might have been a bugfix just after I made the last build.  Give it a shot if you want.  Hasn't been any real activity on SVN since the 23rd though.

Build
MD5Sum
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Backslash

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Re: 20080423 revision 4608
Yeah that fixes the targetinfo bug.  I did that.  My bad. :nervous:

 

Offline chief1983

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Re: 20080423 revision 4608
No problem, I had just timed my first build poorly I guess, you squeezed that fix in just a few hours after I got it posted.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline MP-Ryan

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Re: 20080423 revision 4608
That fixed the targetinfo bug, but not the multiplayer bug or the big mysterious one.  Note that I've added a few more test scenarios and information over the original bug report in the case of the mysterious one.
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Offline Topgun

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Re: 20080423 revision 4608
what's the big mysterious one? mantis isn't working right now.

 

Offline MP-Ryan

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Re: 20080423 revision 4608
what's the big mysterious one? mantis isn't working right now.

If you have Derelict SCP, try playing the mission "The Sting" in this build.  Whatever is causing the mess that results has been introduced between Taylor's 0314 XT build and now.

Essentially:
-A Sobek can drive right into/through an Orion model (which the FSU says is a code problem).
-The Sobek totally ignores its waypoints, which work fine in every other build.
-Fighters are not properly accounted for, so even when all fighters are killed you're left with a positive count of 1 that screws up the rest of the mission.

I have a theory on the fighter problem:  I think that the game is not counting kills of a remaining fighter from the first wave of the wing once the second has arrived.  Thus, even when both waves have been killed you're left with the number remaining from the first wing once the second has shown up.

I'm sure these are larger bugs that will appear in multiple places given the things they affect, this just happens to be the mission I discovered them in and which they are glaringly obvious.
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Offline Deckard

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Re: 20080423 revision 4608
Hey, thank you! :)
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Deckard a.k.a The Silencer