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Siege discussion


ensiform

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Posted

So there are some siege related/or just gamecode in general but seems to affect siege more type bugs that have been fixed already.  But there are still some that have not.  Siege glitches seem to mostly have been left out as of lately in terms of fixes.

 

Trying to think off hand what has been fixed either directly by OJK or through the modbase merge would be (please feel free to add to this list if I forgot any or isn't actually fixed):

  • Detpacks near objectives and switching/disconnecting
  • Ghost player due to reconnect in walker
  • Trip mines doing incorrect damage on explosion (slot 0 vs rest of players)
  • Door unlocking
  • Glowing lights on players/bodies/siege specs
  • Shooting self with disruptor
  • Slot 0 "+use bugs", and really almost all slot 0 bugs in general are fixed now iirc. Some NPC ones may still be left though.
  • Fast teamswitch
  • Fixed memory corruption in the advanced log code when an NPC fires a weapon or picks up an item
  • Fast disconnect-reconnect causing items to disappear into the ether shouldn't happen anymore
  • Show siege dead spectators with dead information on the teamoverlay
  • Siege spectators cannot be followed anymore
  • cgame prediction for flying through certain entities like the big turrets on hoth while siege dead
  • Portable sentries that die because of nodrop volumes (big lifts on hoth) will now properly clear sentrydeployed flag.
  • Some double doors had problems where real spectators could not teleport through them.  A few angled / height difference on both side ones are still broken (probably wontfix).
  • Dying in lava should no longer cause the lava sounds to stick while siege dead.
  • More consistent tempspectate checks.
  • Don't allow /kill when siege dead.
  • Prevent crash when NPCs are knocked down.
  • Siege voice chats didn't play per character sounds even if they existed.  ( See: http://jkhub.org/files/file/2051-fixed-vchat/ for the pk3 of fixed sounds )

Some that are possibly known already but not fixed (please feel free to add to this list):

  • Hoth bridge exploit and similar.  (There's a fix from the old LF community but we aren't using it)
  • Floating eweb on disconnecting players ( have fix, untested )
  • Non detpack projectiles can still probably damage objects on teamswitch/disconnect.
  • Glitches with the codes not spawning at a reasonable location after destroying the droid on hoth.  IE: flying up into the ceiling and beyond.  ( OJP has fix, but not used iirc )
  • Siege file(s), siege team and class files buffer issues.  Probably won't really do a fix here because to fully have the effect wanted you want the server and client to be fixed.  And dynamic memory allocation isn't always the best option.

I had others in my old mod which were optional or things like anti taking the codes backwards etc.  Or cutting through the wall holes on desert before the wall was destroyed was fixed via a level fixes with solid brush until wall was destroyed.  Don't really feel like digging through that mess at the moment :)

Grab and Mysterious Stranger like this
Posted

Fixed:

- Fixed VChat so my mod works correctly/consistently

 

Unconfirmed:

- I seem to recall some slot 0 bugs with tech classes, don't hold me to this.

Posted

Siege should be deprecated. It has been dead for years.

With a little rewording...

 

"JKA should be deprecated. It has been dead for years."

 

It still makes sense :D

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