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Author Topic: PTPM mode bugs/suggestions  (Read 2556 times)
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Awwu
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that one guy with the chainsaw but
also a verified nigger.and an operator.


PTPM mode bugs/suggestions
25 August 2009, 21:31:55

last edit: 06 September 2009, 19:44:56 by Awwu
Just creating this topic so that all found bugs in current ptpm mode (yes, these are from painelaitos' one, it's buggy and not really meant to be played but anyway) can be found and fixed.

What I've found:
- Votemanager fails
- Some blips are not removed properly
- Balancedness function fails(?)
- Texts on class selection need shadows/borders


Edit: I'll turn this topic into a general bugs/suggestions topic, so we have a place to post stuff.
I has no signature. *sad*

uhm

Kim Jong-il
also an operator.and a server administrator.
and a UWJ staff member.


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Re: PTPM mode bugs
27 August 2009, 16:38:27
- textdraw lv obj but i already told r3

Remp
***


Cop
also an operator.and a server administrator.


Re: PTPM mode bugs
30 August 2009, 17:03:37

last edit: 30 October 2009, 01:58:08 by Remp
ive added support for the most recent votemanager (from the svn) with changes to allow stacking vote numbers
blips ive attempted to fix on numerous occasions, i'll have to have another long look at it
ive fixed the pm balancing, were there any specific situations that it failed in? (other than that)
i also thought about shadows/borders behind the class selection text, i added black boxes behind them a few days ago (http://remp.sparksptpm.co.uk/mta/mta-screen%202009-08-30%2016-07-39_cut.png)
lv text should be fixed

my own list:
- factory markers, may have to move to clientside marker creation to do this, visibleTo just seems to be completely fucked
- vehicle z coords (they stick, unlike sa-mp, so are either floating or stuck in the ground)
- stealth knife kills (remove knives?)
- wep skills
- hold shift to cycle spawn selection (looked at this, its more work than its worth at the moment, perhaps for later)
- task/objective marker z coord, they no longer snap to ground so we'll have to modify them all manually to be at ground level
- chiliad sinking ship, in the nightlies this was blocking it from being done: http://remp.sparksptpm.co.uk/mta/attachment_jump.mp4 , have not tested in 1.0
- driveby
- vending machines would be nice (not specifically ptpm), still musing over how to do this most efficiently. colshapes are obviously gonna be horrible with 100 vending machines, im thinking just keep a table of streamed machines and on keypress check the closest, its relative position to you and your facing angle relative to it (are you facing it), though with lots of machines in close proximity this could also be quite resource heavy

Awwu
**


that one guy with the chainsaw but
also a verified nigger.and an operator.


Re: PTPM mode bugs
30 August 2009, 18:26:09
ive added support for the most recent votemanager (from the svn) with changes to allow stacking vote numbers Nice.
blips ive attempted to fix on numerous occasions, i'll have to have another long look at it
ive fixed the pm balancing, were there any specific situations that it failed in? (other than that) Nah, that was just one time playing, so it was general.
i also thought about shadows/borders behind the class selection text, i added black boxes behind them a few days ago (http://remp.sparksptpm.co.uk/mta/mta-screen%202009-08-30%2016-07-39_cut.png) Yeah, that's also good though I still love the borders. =d
lv text should be fixed

my own list:
- factory markers, may have to move to clientside marker creation to do this, visibleTo just seems to be completely fucked
- vehicle z coords (they stick, unlike sa-mp, so are either floating or stuck in the ground) [This?]
- stealth knife kills (remove knives?)
- wep skills
- hold shift to cycle spawn selection (looked at this, its more work than its worth at the moment, perhaps for later)
- task/objective marker z coord, they no longer snap to ground so we'll have to modify them all manually to be at ground level
- chiliad sinking ship, in the nightlies this was blocking it from being done: http://remp.sparksptpm.co.uk/mta/attachment_jump.mp4 , have not tested in 1.0
- driveby
- vending machines would be nice (not specifically ptpm), still musing over how to do this most efficiently. colshapes are obviously gonna be horrible with 100 vending machines, im thinking just keep a table of streamed machines and on keypress check the closest, its relative position to you and your facing angle relative to it (are you facing it), though with lots of machines in close proximity this could also be quite resource heavy
I has no signature. *sad*

Remp
***


Cop
also an operator.and a server administrator.


Re: PTPM mode bugs
30 August 2009, 20:02:57
perhaps writing a quick script to cycle all the ptpm vehicles, calculate a proper z coord and re-save them would be the best way then. saves every client doing it on map start and saves anyone having to check them manually

"Oh lord it's doing it on the carpet..."

Catshit Chris
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Bodyguard
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Re: PTPM mode bugs
31 August 2009, 16:44:32

last edit: 31 August 2009, 16:50:10 by Catshit Chris
I haven't written code in forever and I was never any good at it, so what are colshapes? Because it seems that the obvious way to check vending machines efficiently would be to have a boundary that you need to be inside for the key check to even happen. If we already have the location of vending machines, we could just create a boundary that, once you enter, allows to check for vending machine key press. I am really tired right now so this might not be what you are talking about or it might not make any sense.

Also, where are you testing this stuff?

EDIT: In terms of factory markers, are you talking about http://wiki.multitheftauto.com/index.php?title=SetElementVisibleTo or is visibleTo a different function?


Remp
***


Cop
also an operator.and a server administrator.


Re: PTPM mode bugs
31 August 2009, 17:16:41
colshapes are essentially what you are describing, however checking large numbers of colshapes every server pulse isnt very efficient
http://wiki.multitheftauto.com/index.php?title=CreateBlipAttachedTo visibleTo argument
i open a server on my pc whenever something needs testing and ask in irc if anyone is around to help, so be on irc more :)

Remp
***


Cop
also an operator.and a server administrator.


Re: PTPM mode bugs
01 September 2009, 00:29:38

last edit: 01 September 2009, 01:24:37 by Remp
had a look at vehicle z coords, its a lot more difficult than i thought it would be
getGroundPosition() needs the area to be streamed in so you have to warp your player to the vehicles before you can calculate the new position
i wrote the following code (does sf in about 1 minute) but some of them return rediculous values (one pcj drops 50 units) and ive no idea why:

clientside:
Code:
addCommandHandler("modz",function()
zmod_new_dist = {}

zmod_vehicles = getElementsByType("vehicle")
zmod_index = 1

-- leviathan, seasparrow, skimmer, vortex
zmod_ignore = {[417] = true, [447] = true, [460] = true, [539] = true}

local function LoopVehicles()
-- havent loaded the vehicle before
if not zmod_new_dist[zmod_vehicles[zmod_index]] and zmod_vehicles[zmod_index] and getVehicleType(zmod_vehicles[zmod_index]) ~= "Boat" and not zmod_ignore[getElementModel(zmod_vehicles[zmod_index])] then
local x,y,z = getElementPosition(zmod_vehicles[zmod_index])
setElementPosition(getLocalPlayer(),x,y,z+1)

setTimer(function(x,y,z)
outputChatBox("Modding vehicle "..zmod_index)

zmod_new_dist[zmod_vehicles[zmod_index]] = CalculateNewZ(zmod_vehicles[zmod_index])
zmod_index = zmod_index + 1

for i,v in ipairs(zmod_vehicles) do
-- if its streamed in and we havent yet modded it
if isElementStreamedIn(v) and not zmod_new_dist[v] and getVehicleType(zmod_vehicles[i]) ~= "Boat" and not zmod_ignore[getElementModel(zmod_vehicles[i])] then
-- if getDistanceBetweenPoints3D(x,y,z,getElementPosition(zmod_vehicles[i])) < 100 then
outputChatBox("Modding streamed vehicle "..i)
zmod_new_dist[zmod_vehicles[i]] = CalculateNewZ(zmod_vehicles[i])
-- end
end
end

LoopVehicles()
end,3000,1,x,y,z)
else
outputChatBox("Already modded vehicle "..zmod_index)
if zmod_index > 500 then outputChatBox("index 500, breaking") TellServerNewZ() return end
if not zmod_vehicles[zmod_index] then outputChatBox("finished all vehicles") TellServerNewZ() return end
zmod_index = zmod_index + 1
LoopVehicles()
end

return
end

if zmod_index == 1 then
LoopVehicles()
end
end)

function TellServerNewZ()
outputChatBox("Modded "..zmod_index.." vehicles")

triggerServerEvent("NewVehicleZDist",getLocalPlayer(),zmod_new_dist)
end

function CalculateNewZ(vehicle)
local x,y,z = getElementData(vehicle,"posX"), getElementData(vehicle,"posY"), getElementData(vehicle,"posZ")
local gz = getGroundPosition(x,y,z+0.5)
local dist = getElementDistanceFromCentreOfMassToBaseOfModel(vehicle)

return gz + dist
end

serverside:
Code:
addEvent("NewVehicleZDist",true)
addEventHandler("NewVehicleZDist",getRootElement(),function(new_dist)
outputChatBox("Setting new positions")
for vehicle,dist in pairs(new_dist) do
local x,y = getElementData(vehicle,"posX"), getElementData(vehicle,"posY")
setElementPosition(vehicle,x,y,dist)
end

local rootnode = xmlLoadFile(":"..runningMapName.."/"..runningMapName..".map")
local nodeindex = 1

local vehicles = getElementsByType("vehicle")

for _,node in ipairs(xmlNodeGetChildren(rootnode)) do
if xmlNodeGetName(node) == "vehicle" then
local oldz = xmlNodeGetAttribute(node,"posZ")
local difference = tonumber(oldz)-tonumber(new_dist[vehicles[nodeindex]])
if oldz and vehicles[nodeindex] and new_dist[vehicles[nodeindex]] then
-- for some reason some vehicles return differences in the +/- 30 range, this is obviously wrong and i have no idea why they react so badly
-- filter them out and fix them by hand if necessary
if math.abs(difference) < 5 then
xmlNodeSetAttribute(node,"posZ",string.format("%.4f",new_dist[vehicles[nodeindex]]))
outputChatBox("Changed "..getVehicleName(vehicles[nodeindex]).." "..oldz.." to "..getVehicleName(vehicles[nodeindex]).." "..string.format("%.4f",new_dist[vehicles[nodeindex]]).." ("..string.format("%.4f",difference)..") ["..nodeindex.."]")
nodeindex = nodeindex + 1
else
outputChatBox("Ignored "..getVehicleName(vehicles[nodeindex]).." ("..difference..")")
nodeindex = nodeindex + 1
end
end
end
end

outputChatBox("Saving new positions to :"..runningMapName.."/"..runningMapName..".map")

xmlSaveFile(rootnode)
xmlUnloadFile(rootnode)
end)

unless any of you have got any ideas why, we can use this and filter out any obviously fucked results then do them by hand later
this will also mess up the map file formatting (removes newlines, puts comments on their own line) which is pretty annoying but i dont think theres anything we can do (unless someone can think of a better way to do all this, possibly just dump the new z coords in an xml and write a seperate program to parse them and replace in the maps)

Remp
***


Cop
also an operator.and a server administrator.


Re: PTPM mode bugs
01 September 2009, 21:16:09
- hold shift to cycle spawn selection (looked at this, its more work than its worth at the moment, perhaps for later)
i just added support for holding control (left or right) to scroll between teams, eg: hold ctrl and press left on a psycho to change to the first cop, again to the first bguard, then pm, etc). holding shift and scrolling can now be largely ignored unless people are particularly interested in having it

edit: just realised that quote is actually meant to say hold left/right to scroll

Awwu
**


that one guy with the chainsaw but
also a verified nigger.and an operator.


Re: PTPM mode bugs
02 September 2009, 15:41:22
Would the [textlib.lua] (arc_) be better to draw the clientside texts than the current way?
It's rather easy to use and looks neat.
I has no signature. *sad*

Remp
***


Cop
also an operator.and a server administrator.


Re: PTPM mode bugs
02 September 2009, 16:31:07
well if you are particularly keen on using it then go ahead and implement it (i can send you my newest version if you do decide to), though the current method works fine for our needs so i dont think major changes should be on our list so close to actually getting a server running

Remp
***


Cop
also an operator.and a server administrator.


Re: PTPM mode bugs
03 September 2009, 03:36:50

last edit: 03 September 2009, 04:31:56 by Remp
ive run a slightly modified version of the above code on all the maps, so they should all have properly positioned vehicles now
ive removed blur, enabled quick reloading (switch weapon to reload), set the fps limit to 50 (so you can strafe properly) and given full weapon/driving stats
i wrapped the giveWeapon function and filtered out any knives (turned them into baseball bats), this will mean we will still have what appear to be knife pickups that give bats however its far easier than searching every map file for knives and it means we can easily roll it back when/if knives are fixed

seeing as the server is up now i think this should be moved somewhere public for bug reports while we get on our feet

Awwu
**


that one guy with the chainsaw but
also a verified nigger.and an operator.


Re: PTPM mode bugs/suggestions
06 September 2009, 19:50:44

last edit: 18 September 2009, 17:53:56 by Remp
Ok some suggestions and bugs:

- The initial health, medicine etc. message shows along with the "There's nothing you can do" message.
- Fix interiors so it can be used.
- Make cars in water respawn faster.
- Add pointy building teleport (not an interior)
- Strip out colors in names in chatbox properly
- ..forgot the half
I has no signature. *sad*

"Oh lord it's doing it on the carpet..."

Catshit Chris
**


Bodyguard
also an operator.

Email
Re: PTPM mode bugs/suggestions
06 September 2009, 20:52:53

last edit: 20 September 2009, 02:05:40 by Remp
-Cancel any camera mode at the end of each round. Not a huge deal but kind of annoying when "You are not in a camera" keeps popping up.
-I remember an armor pickup in the parking lot in LV with the NRG wasn't working. Dunno if thats known.
-Perhaps have time warnings (5, 2, and 1) minute left
-Message when ops log in
-I guess disp wasn't working or something.

I forgot some...

Also, can you post a list of the ops commands on the op board or something. I'm not so familiar with the new ones.

EDIT: Guess you already did half this shit.

A good report function (accused, supposed hack, accuser) might be nice.

Remp
***


Cop
also an operator.and a server administrator.


Re: PTPM mode bugs/suggestions
06 September 2009, 23:46:44

last edit: 18 September 2009, 17:54:23 by Remp
awwu:
- The initial health, medicine etc. message shows along with the "There's nothing you can do" message.
- Strip out colors in names in chatbox properly

these should now be fixed

i had a look at interiors resource, it looks alright apart from the fact that it sets your interior (dimension,position,etc) clientside so no one else will see you
edit: had a poke around with it, should be working ok now, we can test tomorrow

catshit:
-Cancel any camera mode at the end of each round. Not a huge deal but kind of annoying when "You are not in a camera" keeps popping up.
-Message when ops log in
-I guess disp wasn't working or something.
-A good report function (accused, supposed hack, accuser) might be nice.

these should now be fixed

-Also, can you post a list of the ops commands on the op board or something. I'm not so familiar with the new ones.
an in-game gui with all game commands (split into subsections) would be nice, but i havent gotten around to doing it yet
(there also arent any native gui widgets that would be particularly good for this, id like to write some nice collapsible menus for it)

if you dont mind, im gonna edit your posts to strike out things that are done, makes it easier to just scan through for current issues (if i strike something that isnt actually fixed properly please tell me)

to add more issues:
- we need to write (or find) a pay and spray resource
- food shops should work (cluckin bell, etc) (dependant on us getting working interiors first)

sniper89

Future sailor, oh yeah
also a verified nigger.and an operator.
and a fine gentleman.


Re: PTPM mode bugs/suggestions
07 September 2009, 03:02:58
- Make cars in water respawn faster.
I don't know if I still want to play this gamemode.
t/tell boobs.

"Oh lord it's doing it on the carpet..."

Catshit Chris
**


Bodyguard
also an operator.

Email
Re: PTPM mode bugs/suggestions
07 September 2009, 04:09:28
- Make cars in water respawn faster.
I don't know if I still want to play this gamemode.

Huh?

uhm

Kim Jong-il
also an operator.and a server administrator.
and a UWJ staff member.


Email
Re: PTPM mode bugs/suggestions
07 September 2009, 09:57:01
yes huh indeed

but actually cars in water are nice sometimes because you can stand on them while in water and if the pm is near you can shoot him

Awwu
**


that one guy with the chainsaw but
also a verified nigger.and an operator.


Re: PTPM mode bugs/suggestions
07 September 2009, 15:35:30
Well it's not necessary but I just thought it would be better like that as it was like that in SA-MP too. It's so minor though that it doesn't make a difference to not do it like that. ATM they respawn as same rate as any other empty vehicle on map.
I has no signature. *sad*

mattdy
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Terrorist
also an operator.

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Re: PTPM mode bugs/suggestions
07 September 2009, 16:20:20

last edit: 16 September 2009, 20:44:14 by Remp
How about changing PM spawn on Desert?  I've only seen the PM survive longer than a minute once or twice so far.  Part of it down to # of noobs and part down to the awkward chutes which take ages to slow descent down.

How about a heli that can only be flown by medics at A51 and the PM has to be picked up from top of rock?  To stop heli being abused no one can get in, PM has to heligrab or use para to get down.

On top of that, and more importantly, would like to see some of the transport markers back (eg pointy tower, BC etc.)

Remp
***


Cop
also an operator.and a server administrator.


Re: PTPM mode bugs/suggestions
07 September 2009, 16:29:38
and part down to the awkward chutes which take ages to slow descent down.
what do you mean? i dont have this problem, i think they drop a little faster when you have opened the chute but other than that they seem the same

we are in the process of getting markers back (interiors,etc)

mattdy
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also an operator.

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Re: PTPM mode bugs/suggestions
07 September 2009, 17:50:18
and part down to the awkward chutes which take ages to slow descent down.
what do you mean? i dont have this problem, i think they drop a little faster when you have opened the chute but other than that they seem the same

we are in the process of getting markers back (interiors,etc)

You could open your chute later before.  Now I find I hit the ground more as it's hard to judge it right.  When you do open early, terrors are right on top of you (unless you hit the ground harder than you anticipated!)

And it makes hideouts like Hospital in LS impossible now :(


Remp
***


Cop
also an operator.and a server administrator.


Re: PTPM mode bugs/suggestions
07 September 2009, 18:03:36
why impossible? i just tested, i can get a lot further than the ls hospital now (much further than i could in single player/samp), its actually much easier

uhm

Kim Jong-il
also an operator.and a server administrator.
and a UWJ staff member.


Email
Re: PTPM mode bugs/suggestions
07 September 2009, 18:51:22
+ you can land on the spot you choose because you dont run after landing anymore

sniper89

Future sailor, oh yeah
also a verified nigger.and an operator.
and a fine gentleman.


Re: PTPM mode bugs/suggestions
09 September 2009, 21:29:11
- Make cars in water respawn faster.
I don't know if I still want to play this gamemode.

Huh?
I thought you're spawning cars in water so you can drive underwater but forgot you can't do that in SA. Anyway, cars in water? What for? For jumping on them? Well, OK if that makes you reach a secret or otherwise unavailable place, but otherwise, it's just weird.
t/tell boobs.

uhm

Kim Jong-il
also an operator.and a server administrator.
and a UWJ staff member.


Email
Re: PTPM mode bugs/suggestions
09 September 2009, 21:30:37
lol it means if u drove a car into the water it shud respawn faster so people on the land can use it again
:P :S xD

sniper89

Future sailor, oh yeah
also a verified nigger.and an operator.
and a fine gentleman.


Re: PTPM mode bugs/suggestions
09 September 2009, 21:31:28
lol it means if u drove a car into the water it shud respawn faster so people on the land can use it again
:P :S xD
Oh, now it makes more sense, but wouldn't it be nicer if that'd apply to all cars that have been destroyed?
t/tell boobs.

Awwu
**


that one guy with the chainsaw but
also a verified nigger.and an operator.


Re: PTPM mode bugs/suggestions
10 September 2009, 15:10:52

last edit: 16 September 2009, 21:32:33 by Remp
- Propably add the missing sf_rescue map, and also maybe add more maps
- Reimplement the feature which blocked people from using the PM many times in a row
- Add [this] (F9 help tab for PTPM)
- Propably also add [this] for the coolness factor (race nametags, edited to be more suitable for us). It'll also remove the stupid bug where players health magically "regain" as it looks like you hit them when you actually don't
I has no signature. *sad*

Skullcrusher
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Psychopath


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Re: PTPM mode bugs/suggestions
11 September 2009, 19:39:54

last edit: 04 January 2010, 18:47:35 by Skullcrusher
hi there :P i know this aint to do annything with the server >.< but still i dont know how topics work >.> like always
i got some problems getting in the server, (i have vista 64bit(my bad)) when i start up the game evrything works perfectly but when i enter the "94.23.18.66:22004" and hit connect i hear a bumb and the game disapears...

here is the challenge :P 1st one who can solve this gets a cookie

uhm

Kim Jong-il
also an operator.and a server administrator.
and a UWJ staff member.


Email
Re: PTPM mode bugs/suggestions
11 September 2009, 19:54:43
try reinstalling gta sa
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