Battlezone Universe

Battlezone Universe => Archive Vault => Public 1.3 Beta Archive => Topic started by: Bull Dog on December 02, 2004, 05:02:38 PM

Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: Bull Dog on December 02, 2004, 05:02:38 PM
I know this has been mentioned somewhat before but it really needs to be fixed.  In the 1.3pb patch the Gauss weapon alternates.  Now since alternating weapons seem to cause lag, there are 2 options.

1.  The simplest by far,  Simply remove the shotAlternate command if it hasn't already been done.

2.  Harder and maybe impossiable would be to figure out why they have problems in the 1.3pb in multiworld.  I again don't know if this has already been done or not.

I can't tell you how annoying it is to try to shoot a scout that starts warping worse becuase a weapon is causing somekind of wierd lag.

* Again I don't know it this has been addressed or not.  If it has then disregard my post.
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: Zero Angel on December 02, 2004, 05:56:32 PM
I'd classify this as a major bug as well. Bravo.  :)
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: Wingflier on December 02, 2004, 06:07:37 PM
lol we congratulate people for finding bad things about the game we love playing :P

Hippocrits!

:lol:
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: Bull Dog on December 02, 2004, 06:37:52 PM
Quote from: Zero AngelI'd classify this as a major bug as well. Bravo.  :)

ty
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: DarkFox on December 02, 2004, 06:58:04 PM
Last time I played 1.3, the alternating fire bug had been fixed, so it was not an issue.

Search the changelog for the world 'alternating' or 'alternate'
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: Zero Angel on December 02, 2004, 08:16:55 PM
Then the bug I noticed mustve been with a "cannon" classlabel weapon being set to fire too fast. I have noticed such problems even with salvo type weapons that have a fast shotspeed, so its not completely fixed.
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: APCs r evil on December 02, 2004, 09:57:56 PM
Quote from: DarkFoxLast time I played 1.3, the alternating fire bug had been fixed, so it was not an issue.

Are you sure you were in multiworld? As far as I know this bug hasn't been fixed.
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: Bull Dog on December 02, 2004, 10:01:20 PM
EDIT:  The problem hasn't been fixed in non multiworld environments, it doesn't exist.

However in multiworld......Things are different.  I think had a MPI on lan by my self with MFW at 1 one time and I think Guass worked fine then, but other than that, It's always cuased laggy conditions.
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: Wingflier on December 02, 2004, 10:35:01 PM
Specifically does it cause laggy conditions for the person firing the guass?  
Or for the people around the person firing the guass?

I just played a MWF 1 game and I didn't really notice anything different...

Of course I was the one with the guass...

:lol:  :lol:  :lol:

Adam
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: Bull Dog on December 02, 2004, 11:40:36 PM
The person using the Guass has the problems.  The ISDF scout with chain or laser desen't have any problems, as I should be able to testify to, seeing as how on a few occasion I was using Gauss and when I started firing he became harder to hit.  Only real fix was to resort to rapidally clicking on the mouse, but then I couldn't shoot as fast.
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: DarkFox on December 03, 2004, 12:18:51 AM
I know the bug, you don't have to explain it. Could someone who HAS 1.3 please go and test this out?
It's easy to test, just start a multiplayer game on your own, pick up a gauss gun crate, then start picking up lots of different crates. If the gauss gun starts looking wierd, then the bug is still in.

(yes, this bug is caused by picking up crates while equipped with an alternate fire weapon).
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: Bull Dog on December 03, 2004, 01:12:07 AM
I'll be doing that this evening.  I know Ive done that before and the operation  of the weapon has gotten even stranger.  I do think that the bug where the fire rate increased by x2 when you had a Alternating weapon and you picked up another crate for a different hard point has been fixed.  Anyhow I gotta go.  Off to try to help GSH make 1.3 better for the world.

Edit:  I should clairfy.  The bug is that weapons what alternate do not graphically do what the underlying damage calculator says they do.  That cuases visiual lag, makes the weapon much harder to use or really it makes it harder to hit a target that is trying to wobble kill you while your firing hit-scan weapons.  I'm not talking about that expllot bug thing in 1.2.
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: Spawn on December 03, 2004, 04:12:13 PM
its only visual, so, well, learn to live with it for now.  but does it actually make warp/lag bigger?  and if your playing alone, remember to use game.multiworld or its just single player...
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: Bull Dog on December 03, 2004, 04:27:24 PM
Thats just the point.  It causes visiual lag for the player using the weapon.  Wierd things start to happen.  The simplest fix would be to simply make the gauss non-alternating.
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: DarkFox on December 03, 2004, 06:01:01 PM
Have you confirmed that it's not fixed in 1.3 yet bull dog?
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: Bull Dog on December 06, 2004, 06:59:01 AM
Ok I finally got my computer running well enough to do some testing.  The bug where the rate of fire would double when a weapon crate is picked up seems to be fixed.

The visiual glitch where guass only shows up 1/2 of the time it should, its still a problem.  It seems that the game only renders half of the shots then your local world sorta updates with the real world and things jerk a little.

That to me is totally unacceptable.  Having things jerk a little isn't to much of a problem....unless you happen to be fighting a human scout.
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: Spawn on December 06, 2004, 06:30:35 PM
are you sure things jerk BECAUSE of shot alternate bug, or is it just normal jerkiness?  Shot alternate wont be fixed probablly, but it it makes lag when you fire it, then it will need to be looked at.
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: Bull Dog on December 06, 2004, 07:35:31 PM
Things seem to jerk more when normal.  What seems to happen is that the game only shows about half of the shots.  Only the shots that show up appear to hit.  Then the game realizes oops  :oops:  This weapon is supposed to fire 2x faster, better do some damage recalculation.   For example,  fighint a AI tank that is fleeing into base to get repairs.  The moron is red.  I chase after him and shoot him down.  When he is almost at 0 the game realizes he is already dead so the visiual world updates and suddenly the tank's carcass is flying through the air.  Things jerk on the screen a little.  Visiuals skipped: A second or two around the time of the 1st explosion.  

I hope this isn't sounding too much like a pile of trash.
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: Spawn on December 06, 2004, 11:48:53 PM
thats just normal warp/recync.  you cant see your shots, so get used to it.  Well, not totally normal, but still.  You do have to lead with even instant hit guns, for they arent truely instant, just really fast.
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: DarkFox on December 06, 2004, 11:54:14 PM
No spawn, I know exactly what bulldog is talking about, and it's not just the usual multiworld catching up that goes on. In 1.2 it is specific to alternate fire weapons.
The wierd thing is, I've been testing in 1.3 and haven't managed to recreate it yet.
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: Commando on December 06, 2004, 11:58:44 PM
I know of one bug in 1.3 related to alternating weapons.  A good portion of the shots aren't drawn while multiworld is on.  The only way to test this is to add /multiworld to your bz2 shortcut to force bz2 to run in multiworld.  In 1.3, multiworld isn't enabled until you get a joiner.  If you host a dm game, it runs in the single player environment until you get a joiner.
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: Bull Dog on December 07, 2004, 12:26:28 AM
Quote from: CommandoI know of one bug in 1.3 related to alternating weapons.  A good portion of the shots aren't drawn while multiworld is on.  The only way to test this is to add /multiworld to your bz2 shortcut to force bz2 to run in multiworld.  In 1.3, multiworld isn't enabled until you get a joiner.  If you host a dm game, it runs in the single player environment until you get a joiner.

Thats what I'm talking about.  I tested with other ppl in MPI High-Low btw.
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: Red Devil on December 07, 2004, 01:20:42 AM
I get missing projectiles in IA sessions.  AT-Stab, SP-Stab, mortars, you name it.
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: DarkFox on December 07, 2004, 03:01:51 AM
This isn't simply missing projectiles RD. This is a units health bar being shown *higher* than it really is. There may be a vehicle that you've been attacking with enough gauss to redline it, but the unit will still be on green health, and suddenly it's bar will 'jump' down.

We've all seen energy bars jump up, but jumping down is very rare (not impossible), unless you're using an alternating weapon. With an alternating weapon is it very common, hapenning noticeably in about 80% of fights with such a weapon (combat gauss being the best example).

As I've said though, I haven't seen it in 1.3 yet, but apparently it is in there, I'll have to test when I've got some people together for a game.
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: PhoeniX-FlamE on December 07, 2004, 06:35:00 AM
hmmm I think I had that few times on 1.2 using gauss ISDF scout (stole a full scout and got sicon weapons on it)

while shooting I noticed their health barly goes down and then the health bar just jerked around up and down
I get the same on 1.2 with titans though you talking about that?
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: DarkFox on December 07, 2004, 07:24:49 AM
If the titans are using gauss, or sonic cannon, then yes. Particularly if they're been thrown a crate in the game.
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: Jwk the Hemp Monkey on January 21, 2005, 12:58:21 PM
does the rate of fire for the shot alternate weapon have an affect? if so, it might be something to do with the timing of the weapons firing and the update rate. just me guesssing though
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: Red Devil on January 21, 2005, 05:55:03 PM
Did a search for all units using shotAlternate = 1
                Delay
gauss_c       0.5
gmortar       2.0
gtower         0.5
gsonic_c       1.0
grktbomb_c  1.5
gsting_c       1.0   salvoDelay = 0.1


This anomaly been noticed when using Stinger?
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: Bull Dog on January 21, 2005, 09:49:27 PM
well since I started this I'd better follow it up.

In 1.3 dropping crates into vehicles that already have another shot alternatedoesn't increase the firerate.  In fact it doesn't do anything different from what it's supposed to do.  But my point is that in Multiworld, the weapons do not show up properly.  Only about 50% of the shots are drawn.  Then the game seems to warp as it is fired and the other person's health bar is updated.

I'll need to retest this out in the private beta and see if it's still a problem....
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: Red Devil on January 22, 2005, 12:48:38 AM
The Pulse Stab does hesitate enough every shot to show the shell as it leaves the barrel.
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: Avatar on January 22, 2005, 10:40:09 PM
The 'skip' takes place as the MW changes.  Watch the game.histogram report, specifically showWorld(#), and you'll see that shooting an alternating fire weapon entirely in one world results in a totally normal alternate fire.  Shooting it so that one shot occurs, then the world # changes, then the next shot occurs, reveals the skip.

So, it's not a rendering thing as the missing shots are actually missing.   The two worlds have you firing at different times, and from my experience any time the two worlds are doing something different there's a bug at a very basic level at fault.  This always causes lag.

Ken would probably say it's an 'uninitialized vector' or some such thing...

-Av-
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: Jwk the Hemp Monkey on January 26, 2005, 10:50:54 PM
QuoteThe Pulse Stab does hesitate enough every shot to show the shell as it leaves the barrel.

I do hope your not refering to my post red devil...the whole ' not reading posts properly ' think can be rather embarising.

My reference to the pulse stab thing was a reference to how in 1.3 Emp Stream (i.e. the assault mode) has this *god awful* sound affect of pulse stab for no apparent reason.
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: APCs r evil on January 26, 2005, 10:58:14 PM
That's because lockdown_a has sandbag.wav for a shot sound, it didn't make that sound in 1.2 because sandbag.wav was not in 1.2, although several ODF's called for it.
Title: (Major Gameplay bug) Scion Gauss should not alternate*
Post by: Jwk the Hemp Monkey on January 26, 2005, 11:06:04 PM
Then please, someone change the odf in the next build so it does not have that damned noise!

I think i shall go though the whole game and find out how many odd/unusual noises there are that shouldn't be there or should be different. I think a new sound affect is definatly needed for the bomber and apc 'deploy' sounds for example.