At first I thought this was a simple compatability issue with G66 and ITS, but I played a normal MPI using my mod ITS and found that the Scion's Bomber goes haywire in MultiPlayer while it works totally fine in Single Player.
The issue is that the bomber continues to go up and down on its pad and will continue to do so. Than when you order it to do something like bomb a scav, it will take off and than play upsidasey on the ground. Basicly being it deploys than undeploys on the ground never reaching its target because its too busy "Jumping".
Anyway to add support to other race bombers so this issue doesn't continue to occour?
This error happens in SFmod as well, in the 1.2 version too. IE, its not a 1.3 error, as I would belive that its a problem with the bomber itself as ITS uses the same bomber as far as I know.
I'd have to agree as I have three other bombers working just fine in 1.3. The NSDF, CCA and CRA all have bombers and they don't show any of that sort of thing...
-Av-
By any chance Avatar have you tested with other players in the game? I modded the xsi of the bomber today finding it to be missing an hp_com_1 and ran a test in an MPI by my self. The bomber worked perfectly. So I did a game with three friends with the modded bomber and it became haywire. So my guess is the bomber goes haywire only when other players are in the game.
I continue to say it has nothing to do with 1.3 or the game itself, its the bomber you are using. You think I haven't done multiple player tests in BZRAP? :P
Bombers also play an annoying ' i am a turret deploying ' sound when they land.
They also seem to 'materilise' out of thin air and then bounce up and down a bit before settling when you build the bomber bay. Is there anyway to make it so that they pop into existance much higher, perhaps even according to an ODF value. That way one could see them come down instead of 'popping'.
I always test with multiworld on, but no other actual players in the game.
I'll have to try it with an actual other player ingame...
-Av-
It's definitely a multiworld problem. Most everything becomes more sensitive in multiworld, and is updated more slowly.
Ex: When I make big bombs go off when I'm not in multiworld, I get thrown a small distance, but when I am in multiworld, I get thrown off the map at 500 meters/second.
In multiworld, things are being updated less often, so their movements are taking less calculations, and more estimations. The bomber is trying to fall down, and the bay is holding it up at the same time, but the multiworld frequency is usually so low that the bomber has time to fall a little ways before it's calculated. However, this doesn't seem t obe an issue until more players come in. I think it might have something to do with your sync to them, and the load on your computer from calculating their movements on a frequency, wile recieving instructions from their computer on telling yours, what they're doing.
Multiworld doesn't normally activate until a second player shows up. Until that happens you might as well be playing IA.
game.multiworld turns on MW, but won't show you what another client would see. You're still sitting on the server.
My bombers don't show any weirdness with g.m on, so I'll need to get my second system back (it's on loan) and do some client-side testing...
-Av-
in my DuneC experience there are 4 different 'levels' of multiworld
level 1: instant action = no multiworld
level2: game.multiworld
level3: 2 player lan game
level4: 2 player internet game
things might look good up to level3 but can go really bad on level4. There is only one way to test: get a second player outside of your lan into play!
Quote from: Total Oblivion OmnisIt's definitely a multiworld problem.
Urg...I keep trying to tell you that its NOT a MW problem though. Its a problem with the bomber itself or its bomber bay. I've done a couple of tests with the Uler in MPI and ST the majority of them being with atleast one more person other than me over internet. (Since the others don't count 100%) Hell, Sonic was even one of the second people in one of those games. :P
The Uler Bomber has no problem working in multiworld, neither does any other form of Custom Bombers I have worked with in 1.3 or 1.2.
Finally got of hold of the Uler Phoenix Bomber and gave it a shot. Works great. Looking over the diffrences I think I know what the issue is to the "Fury Bomber" for anyone who is interested. It seems the Fury Bomber's Hard Points (Maybe the frames too) are missing subtree items including "Material 3". I suspect these are used in MultiWorld and thus the bomber goes comepletly nuts without them.
HP's aren't rendered, so missing materials shouldn't do anything. Or is "material 3" actually the name of the object? HP's usually also don't have animations or sub-objects, although there are a few exceptions...
Many of my HP's end up with materials as I lazily just 'select all' and apply a texture. This doesn't seem to bother BZ2. They don't usually have texture coordinates, which also doesn't seem to bug BZ2. Sometimes it's the other way around, though, with the HP having texture coordinates but no texture. None of that seems to bug the BZ2 engine.
-Av-
Mabey its something to do with the fact that they now 'deploy', with an annoying turret deploying sound animation and everything.
Hemp, they always did that.
Did they play that annoying sound? I think not.
Also, wasnt some change made to the way the game deals with deploying units?
Hemp, it wasn't audible in 1.2 because 1.2 wouldn't play more than 8 sound channels. Now that the max is 64, more sounds can play at once. This is why all of the buildings now have ambient sounds that play.
Hemp, you almost sound as if you're whining about how 1.3 deals with deploying units instead of actually trying to find a way to fix it or be helpful in some way. All you have to do is[DeployableClass]
soundDeploy = "blank.wav"
soundUndeploy = "blank.wav"
That is, if you have a blank wave file.
i am not 'whining' i am asking questions, and point out how damned annoying that sound is. If i did not point it out, the less likly it would be fixed in the final release. If all that is required is a minor change in odf then fine, as long as the change gets made.
I haven't seen one question mark yet in your posts bothering about the sound. ;)
And you failed to point out much other than that this annoys you. Not to mention the fact that you're pointing this out in a thread that has nothing to do with the sounds a bomber makes, perhaps you should make a new thread on this?
My posts had loads of question marks :P
But anyway, fair enough point
Only two in this thread, and thats where it counts in this case. :D
Either way, Maybe the sounds take the takeoff and landing of the Aircraft Class version of the Gnat could be used, they have an OK type of aircraft feel to them.