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A few bugs #1

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winstliu opened this issue Apr 17, 2013 · 7 comments
Closed

A few bugs #1

winstliu opened this issue Apr 17, 2013 · 7 comments

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@winstliu
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Using 1.06h here while we wait for the final beta bugs to go away.
As our server used to be be VSH, "boss" and Hale are used interchangeably.

1) Seeldier can still spawn minions after dying (think you know about that already).-Fixed in 1.07
2) BGM will sometimes continue playing into the next round if Hale suicides as soon as the round starts.
3) There will sometimes be extended periods of wait time between rounds, and "Waiting for Players" will show up. One person must then join Blue to force the round to start (or wait for a few seconds).-See below post for more info
4) The server will sometimes hang between rounds, usually for around 5-10 seconds. Might just be our server, though.-Must have been our server
5) Medigun can exceed 100% charge if you immediately start shooting Hale with your Syringe Gun right after your uber ends, due to the +40% uber getting added on a bit late. Not sure what happens when medic ubers.-See below
6) Default ubercharge percent is 41, not 40.-Intended/deprecated in 2.0.0
7) Configs do not support \", while they do support \n. As SourcePawn is HIGHLY based off of Java, I assumed it would.
8) Random repeatedly picks the same boss. Seems like it's more likely to pick the same boss when the person who was Hale lost.
9) Soldier's class description exceeds the max limit.-Fixed.
10) Probably more that I forget.

Also, could you buff Mantreads to ~1000 damage? I feel like it's a bit weak as is.-Easily fixed with 2.0.0

@powerlord
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  1. I thought that was already fixed in the 1.07 betas by preventing boss abilities from firing after they're dead. Have you tried it on one of the 1.07 betas?
  2. Not sure what causes that. I'll have to look at it.
  3. Not sure what causes this one. By any chance is replay or SourceTV enabled on this server? If so, I may have some idea what causes it...
  4. Never ran into that on my own server, unless it's somehow tied into 3
  5. I've been meaning to redo the uber mechanics for a while... mainly to make Medics start at 0 and just make them build uber 40% or more faster... even though that's technically a nerf to battle medics. Oh, and I should have the Vaccinator replaced by the FF2 medigun while I'm at it.
  6. See 5
  7. Nothing I can do about that, it uses the Valve KeyValues parser
  8. Not sure what would cause that... probably won't get fixed until I have some time to look at it further.
  9. Hmm... I'll have to look at cutting that down a bit.

TBH I'm not sure how much damage Mantreads currently do to bosses.

I also haven't yet looked at the pull request you sent yet (in case you were wondering).

@powerlord
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Actually, I may be able to fix the " after all. I need to check what the KvSetEscapeSequences function actually does, as it's disabled by default.

However, doing this may in turn break \n because right now \n isn't being handled until we send the message to the users.

@winstliu
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More bugs (still 1.06 technically):
1) Demopan's weighdown is broken. Additionally, what does "buttonmode" in the config do?-Figured it out.
2) Players sometimes spawn with no weapons or civilian. To reproduce-become demo with Grenade Launcher, then switch to Ali Baba's Wee Booties/The Bootlegger and suicide. Usually works.
3) Hale's health will usually become 1 after taking environmental damage or spy backstabs. I feel that it should just kill them outright.
4) More probably :3

@winstliu
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Another bug: One of our custom server bosses ended up with -2383 hp and was alive for another maybe 10 seconds after the /halehp command.

@winstliu
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2 more bugs:

  1. BGMs do not stop if the boss suicides once the round begins. It just keeps replaying in the following rounds. Couldn't you call a function or something to auto-stop the BGM once the round ends? Additionally, this also happens with rage "music" (you might have fixed this already).
  2. If the Hale before you has an ability like teleport, or something else that has an extremely long recharge time, you will end up with a superjump that says "27 seconds until superjump!" or whatever (where 27 is a random number). Once that number counts down to 0, then the normal superjump timer kicks in again (5 by default I think?). This one is especially annoying, as you are basically stripped of one of your most useful abilities.

@winstliu
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Something else: FF2 won't force people to join Blue/Red when the server starts to fill up. You'll just have 2 people on Red, waiting infinitely until someone joins Blue, or vice versa. Sometimes happens when the server is filled up, too.

@winstliu
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Closing; very outdated.

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