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(0001288)
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Falcon
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2011-12-26 00:31
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Dunno if that helps but in 1.5 MovePlayer() was working randomly (moving to pretty much random location or 0,0) when there were two calls too close to each other in time. |
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(0001357)
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TheOne
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2012-02-26 01:21
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Two separate bugs here.
First, "two calls close to each other in time", - in my opinion it isn't the time being relevant but the procedure calling MovePlayer. I am able to successfully teleport two players moving one call to AppOnIdle, even if it takes place a millisecond after the first one - while calling two MovePlayer in the same procedure always ends in a desaster, no matter which code between. Could it be, that variables concerning MovePlayer are not reset until the current procedure ends?
Second, weapon- and flag-drop bugs. These seem to rely on time. Up to one-two seconds after the Player was moved, there is a certain chance, that any player on the server (especially the one who was moved) may drop his weapon, calling OnWeaponChange as if he pressed the button, or the flag he was carrying. In 1.5 flags sometimes returned magically to the base, I haven't seen this bug in 1.6 yet. However, flags are still "dropped" sometimes in the place the player was before he moved. |
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(0001517)
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Falcon
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2012-05-24 20:43
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I've landed in the middle of client code while trying to resolve this. Not sure what exactly is the bug, i suspect some kind of anti cheat collision detections |
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I've modified a little bit the netcode, MovePlayer wasn't really synchronized between client and server.
Please report me in next beta if something got better (or not at all). Probably some Climb save server could provide me help in that. |
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