Bug list

Discuss and provide feedback on Maps.
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pooty
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Re: Bug list

Post by pooty »

Is it only the Minotaur? So I think I've noticed sometimes the Minotaur is loaded as myLevel.Omnitaur and others as myLevel.Minotaur. In AH its myLevel.Minotaur. So its not getting replaced -- which explains the zoom/roll.
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captainsnarf
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Re: Bug list

Post by captainsnarf »

Yeah, I think it's just minotaur.

When I first made this I was confused and found both minos. I made the mutator replace omnitaur and minotuar but then that replaced classic minotuar too, so now it just replaces omnitaur.

I think Dria-TMU-V6 Omnitaur is also called Minotuar in the level. So the mutator won't work for mino on AH and Dria for sure. I think AJm11 might have the problem too.

Code: Select all

if(bMinotuar && factory.VehicleClass.Name == 'Omnitaur')
{
    SVehicleFactory(Other).VehicleClass = class'CSMinotaur.Minotaur';
}
I can add some more logic here. If the class name is 'Minotuar' I can then check other things to see if it's classic mino or super mino and replace super mino if needed. It could probably be simple e.g. check the skin to see if it's classic skin or something else unique about classic mino.
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captainsnarf
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Re: Bug list

Post by captainsnarf »

New version download here CSVehiclePack_1.0.9.zip

Changes

- Replace both super minotaurs (but leave classic mino alone)
- Fix Alligator gunner seat taking water damage, make alligator immune to all 'Drowned' damage. **


* only file changed is CSVehiclePack.u and CSAlligator.u
** updated again today, please download again if you did this morning
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captainsnarf
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Re: Bug list

Post by captainsnarf »

CSVehiclePack_1.0.10.zip

Changes

- remove special TakeDamage code for Drowned type
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pooty
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Re: Bug list

Post by pooty »

1.0.10 is on the server.

I did test locally and that still happens with the gator on 1.0.5 (before the water damage thing). And I went back to the embedded Alligator prior to any vehicle pack changes.. Does the same thing in water, so that bug has been there for a while. Seems the other tanks (Hurricane, FireTank tested) do it too.. so it'd be cool to fix, but no idea why it works like that.
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leon
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Re: Bug list

Post by leon »

I was playing Dinora a couple days ago and couldn't build node in the sea. Wanted to check it from another side but someones joined and voted for the minus. Fix it please.
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captainsnarf
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Re: Bug list

Post by captainsnarf »

CSVehiclePack_1.0.11.zip

Changes

- Fix bug where alligator gets stuck in water when switching seats

for the curious, here is the fix

Code: Select all

function KDriverEnter(Pawn p)
{
    local PlayerController PC;
    Super.KDriverEnter(p);

    PC = PlayerController(P.Controller);
    if(PC != None)
        PC.GotoState('PlayerDriving');
}
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pooty
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Re: Bug list

Post by pooty »

I'm wondering if we should add that to all the ground vehicles? Everything gets stuck when switching seats in the water.... its a bunch of coding and not sure if its worth it though, as we don't have a ton of water maps.
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captainsnarf
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Re: Bug list

Post by captainsnarf »

Do any of the other ground vehicles survive in water? I thought they all died except the gator. I thought vehicles dying in water was a feature :)

It wouldn't be hard to update the vehicles in the vehicle pack and the badgers. At least we would have those. copy/paste ftw
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pooty
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Re: Bug list

Post by pooty »

It depends on whether the DamagesVehicles flag is true or false in the water volume.
On AHFlooded its false..they can drive, very slowly, and live in it.

When its on if the Driver is occupied takes damage according to what ever is set in the volume... but this is where the bug is you switch to the other seats, the vehicle takes lots of damage really fast (100/second?)...regardless of what's set as Damage Rate/Type. (the bug imo).

So it depends on the map/volume. I didn't want them to blow up, or just die when you switched seats, on the AHFlooded. Maybe you get stranded in the water, you can still live and shoot, even though you can't really move because of the fluid friction.

Code: Select all

	
function KDriverEnter(Pawn p)
{
    local PlayerController PC;
    Super.KDriverEnter(p);

    PC = PlayerController(P.Controller);
    if(PC != None)
        PC.GotoState('PlayerDriving');
}

Any side effects by leaving the vehicle in the 'PlayerDriving' state when NOT in the water?
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