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Display players in base

Reported by juckto on 5 Jan 2010 08:32 UTC
Have a screen panel that displays the players in base. Not their location, or
ship, or anything else. Just if they're in base, then their name is on the
list.

Would be useful for comms.

Even better, display players that have been in base for, say, 30 seconds. You'd
know that if they hadn't figured out something to do by then, you can start
giving them tasks.

Destroy probes that would be within a base.

Reported by asheron2k on 5 Jan 2010 08:50 UTC
When a base is built on an asteroid with nearby probes the station will
occasionally envelope the probe making it indestructible.

Unable to leave a locked team

Reported by juckto on 5 Jan 2010 08:56 UTC
If the game controller uses the lock side button, then it is impossible to join
NOAT. This leads to players either being forced into games they don't want to
play or leaving the server.
At least once I have experienced the GC locking sides then using the
autobalance feature - so you are forced onto a team and then unable to leave
it.

Observer Team

Reported by SilentRogue on 5 Jan 2010 09:44 UTC
Original Poster: [email protected]

Expecially for newbies, it would be important and experiencing to make 'vets'
playing some serious gameplay without interfering with it.

Here's my proposal for this system, hoping it will clarify :

  • For any game, create a 'Watchers' team. So, they can make comments to the
    game
    without burdening important team chat.
  • The 'Watchers' team can read unfiltered chats (e.g., from and to anybody),
    but
    won't be able to communcicate with players (to avoid spying)
  • 'Watchers', as the name suggests, can only watch. They may choose to see the
    game from the F3 panoramic or from a 'Take me to' cockpit view.
  • Once a player joined 'Watchers', he's cannot obviously enter one of the two
    teams to avoid spying. So 'Watchers' is not usable to see who's having the
    winning edge and join the (hopefully) other team.

Operators and moderators may as well use the 'Watchers' utility to moderate
games and check conduct/cheating more easily.

Moreover, important games as Allegiance Wars' should be real fun to see, imho.

ICE made cores crash the server in CTF game mode

Reported by Zapper on 5 Jan 2010 07:10 UTC
Launching a CTF game with a cc_05b.core
ICE made cores break FZDebug servers... the flag pedastal has to be the last
station in the core.
If the last station in the core does not have the pedastal ability, this will
cause a crash.
This is found with the cc_05b core.

IstationTypeIGC*    ppedestal = pmission->GetStationTypes()->last()->data();
assert (ppedestal->HasCapability(c_sabmPedestal));
2778 common.cpp

The test that found this bug was conducted with FZDebug Win32 Build of the
server.

The Issue at hand is to address this to the developers of ICE and to make a
logic check that test the last station is a pedestal or make a logic check in
the server to avoid launching broken cores with this error.

Floating Item Bug

Reported by SilentRogue on 5 Jan 2010 09:53 UTC
Sometimes, when a pilot picks up a tech/cashbox/powerup, the item will still be there after pickup.

Original post by Cortex:

I often experience the following bug, but can't reproduce it reliably yet:

I pick up a floating tech or a cash box. I hear the 'picked up' sound and the tech is in my cargo. But I can still see it in space and on the map.

I asked a pilot from the other team (thanks Ly!) to come to me. He had a distance of about 50-100m from the object, but couldn't see it. I also tried to make him fly over it, but it seemed like he couldn't pick it up. I can't pick it up a second time either.

I'm 50% sure that it doesn't disappear from leaving the sector and re-entering it.

This happens in about 1-5% of my tech/cash pickups.

------- Additional Comment #1 From Henrik Heimbuerger 2006-03-19 21:05 -------

Addendum: I'm pretty sure I had one of these unpickable techs today after it was picked up by an opponent. I.e. he picked it up, I still saw it but couldn't grab it anymore (fly over it three times).

The server was generally very laggy, that might be related.

Exiting alephs while boosting sometimes gives extra fuel

Reported by Tigereye on 5 Jan 2010 09:32 UTC
When exiting an aleph while just running out of fuel at virtually the same
time, a ship will exit the aleph with full fuel while no fuel tank is expended
from the ship's cargo.

It has to be timed right: you must run out of fuel and begin the fuel reload
sequence JUST as you hit the aleph.

This is an exploit and should be fixed :)

Error in VC file

Reported by juckto on 5 Jan 2010 08:21 UTC
Just noticed this, the third chat in the Sonic chat table

pickupLifepodSonicChat = SonicChat([ SonicChatVoice(voGoGoGoSound, "Pickup
lifepod"                ) ]);

This VC isn't used at the moment (if it were it would send a command to pickup
nearest friendly lifepod {I think}), but fact is that it points to the wrong
sound effect (voGoGoGoSound).

Highlight Commander's orders

Reported by juckto on 5 Jan 2010 09:02 UTC
When a pilot is sent an order, text appears in red on the screen. It would be
nice if orders from the Commander stood out, perhaps by changing the colour to
orange.

Large games cause allsrv to stop responding

Reported by Tigereye on 5 Jan 2010 09:40 UTC
As experienced in the 2006 Anniversary Game, when there are large amounts of
players ingame, suddenly the server will stop responding.

Allsrv service still runs, and the game(s) hosted by the server are still
listed in the lobby, but all players ingame slowly timeout and drop when pings
are not received.

Any attempt to rejoin the server fails with "Failed to join Server" until the
allsrv service is restarted which rejoins the games to the lobby making them
once again available.

Two ripcording ships cause allsrv to hang

Reported by Tigereye on 5 Jan 2010 09:20 UTC
When two ships arrive at a teleport receiver at the exact same time and occupy
the same position in space, allsrv hangs and requires a serverop to restart it.

Both ships must arrive at the teleport in the exact same point in space. Since
most teleports spit ships out in alternating patterns (left, right, left,
right), 3 ships need to arrive at the teleport receiver at the same time in
order for two of them (#1 and #3) to occupy the same space.

In addition, all clients who are in the sector hang. If they are playing
Allegiance in fullscreen mode, it's impossible to alt+tab out, use the START
key to gain access to their desktop, or Ctrl+Alt+Delete to view the Task
Manager. Because the client is hung and in full screen, it is still tying up
the video/audio making it impossible to interact with other applications in
order to terminate the Allegiance.exe process.

All clients who are in different sectors and are not seeing the ships in
question occupy the same space will drop out 30s later once they determine that
pings are not being received from the server.

Heavy Scouts never eject mini-ACs when destroyed

Reported by Tigereye on 5 Jan 2010 09:29 UTC
Normally, killing an enemy ship will cause tech, fuel, and ammo to be ejected.

It's been reported that rixian heavy scouts have NEVER ejected a mini-ac
after being destroyed.

Problems docking in Attack Carriers with shields up

Reported by Tigereye on 5 Jan 2010 09:38 UTC
Relevant topic

When a player-piloted carrier has shields mounted, friendly ships have problems
docking in it.

Tkela writes:
There is code buried in the hit test code to indicate when an object should use
its actual convex hull shape or the elliptical shape of the shields. Stations
are, by default, set to use their convex hull for people on their own side and
the shield ellipse for all others when the shield is up (see the calls to
SetUseTrueShapeSelf()).

This flag is not set for ships (did the original carrier drones have shields)?

This may be fixable by:

  • Calling pht->SetUseTrueShapeSelf(pside) for ships with the carrier ability
    (same place as the SetUseTrueShapeOther() call in shipigc.cpp).
  • Modifying the code in hittest.cpp that uses m_pvUseTrueShapeSelf so that htsA
    is set using the similar logic as htsB.

Orginally, htsA was always the moving object and wouldn't need to be modified
on the fly. Carriers with shields change that.

Automatically rejoin server on drop

Reported by badp on 5 Jan 2010 08:38 UTC
If:

  • you have joined a team (let it be Team 1) in a server (let it be Server A)
  • the game on Server A has started
  • Allegiance is closed because ASGS quitted, the connection was lost,
    Allegiance crashed, and so on
  • your team is still joinable (imbalance, lobby not locked, what not) and that
    game is still running

Then when you reopen Allegiance, chances are you want to rejoin the game ASAP.

Thus, after pressing the SHOW GAME LISTINGS button, you would be asked whether
you want to rejoin that game. Pressing Yes would take you straight ingame,
pressing No would take you to server listings as usual.

New team role: Creditor

Reported by juckto on 5 Jan 2010 08:14 UTC
I was thinking about how nice it would be for Commanders to have the option to
give out either $100 or $1000, to make it easier for supplying rescue probe
whores with their funds. And this is what I came up with instead:

* A Commander can choose any player to become a Creditor.
* A Creditor stops donating until he reaches his credit limit.
* If his credit drops below his credit limit, he stops donating again.
* The credit limit can be adjusted by the Commander.
* The team can have more than one Creditor.

Details:

The Team Pane will need to be altered to include a new pane: Increase Credit
And either:
Add a new column to the Team Pane for Credit Limit
Or:
Change the Credits column to display: "Credits / Limit". i.e. 0 / 100

Pressing "Increase Credit" the first time should set the credit limit to $1.
This will allow a commander to assign gs pilots exactly how he wants by simply
making them creditors.
Pressing it more will increase the limit by $100. (Should also check that the
$1 doesn't carry over: $101, $201, $301 etc.)

You'll also need to repress the "Stopped donating", "Started donating",
messages that would get spammed in this scenario: a Creditor reached his limit,
starts donating again, spends some of his credit, so stops donating, reaches
his limit, ad infintum.

To stop someone being a Creditor, you'll need to either:
Create a new panel "Stop Crediting"
or:
Create a new panel "Decrease Credit". When the limit reaches zero the Creditor
is canceled.
or my personal favourite:
Have the "Increase Credit" panel only work if you have already set a player to
"Stop donating". So if you decide to make them donate to you again, you cancel
their credit limit at the same time.

A sound effect should be for a player when they are initially made a Creditor.
"You have been designated Investor" seems like the obvious one, but the other
option is to record a new one (Lawson?). (Also need one for when they stop
being a Creditor, perhaps?)

Balance Button does not remove joiners from teams

Reported by Tigereye on 5 Jan 2010 08:58 UTC
If a player is on NOAT and waiting to join a team while the Game Commander
clicks the 'Balance' button to distribute everyone to a team, the player's name
will remain blinking on the team list as if they are still trying to join. This
even occurs when the balance button assigns them to the opposite team, causing
weird UI quirks.

Lobby screen: NOAT unreadable

Reported by badp on 5 Jan 2010 09:18 UTC
It is hard on my screen to read white text on light-gray background as it
happens in the Server NOAT Lobby. Sometimes I need to click on a player name to
see all the details, and this may lead to unwanted PM's.

(See also: #16)

Sending PM in game which loses target

Reported by jgbaxter on 5 Jan 2010 08:53 UTC
Relevant topic

Currently if I'm in lobby and send a pm to someone, if that person should
switch teams or leave the lobby it gets sent to (all).

This just happened and ended up giving pre-game planning.

If the pm loses it's target as it now does, can the message just go to magic
world of nothingness?

Or more preferable if possible, can the message be routed to the player if he's
still on the server?

Server admins are not on PrivilegedUser() list

Reported by pkk on 5 Jan 2010 07:14 UTC
@Allegs and even $KGJV have more rights, than server admins on thier own
machine.

What about adding a config file/registry key, so admins can add their own
callsigns?

File: FedSrv/fsship.h
Line: ~333 (current R5)

Send voice chats over private messages from lobby

Reported by badp on 5 Jan 2010 08:35 UTC
Relevant topic

Quoted from GreenHawk:
Just noticed that when you have someone's name selected to send >them a pm from
the lobby, any voice-chats you send go to all. Which isn't what >happens if you
PM someone from in the game.

Not a big deal.

Sectors appear to "duplicate" over eachother in F3 view

Reported by Tigereye on 5 Jan 2010 09:31 UTC
Sometimes while in base and looking at different sectors, two sectors' contents
are overlayed on top of eachother in a single sector.

For example: if looking at Meesh (and seeing Meesh's asteroids, players, bases,
etc) and then clicking on "Tjeerd" to look at that sector, Meesh's ships are
seen in Tjeerd when they are not really there.

It causes much confusion when it happens, but it's unknown the specific
circumstances of how to reproduce it reliably.

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