TRACKER: Bugs and Submissions

TRACKER: Bugs and Submissions

Postby qreeves » 01 Jan 2014, 04:05

During this "time of chaos" while we relocate our services, the tracker will be offline until further notice. This thread is to help facilitate bug reports and content submissions. You may post your items as replies to this thread, the same rules apply:

Content/Idea/Proposal Guidelines
  • Create a piece of content, come up with an idea, or decide to propose a change you want included in Red Eclipse.
  • Then, create a thread for it, either in Maps & Mods for content, or General Discussion for ideas/proposals.
  • Give the community a chance to provide feedback, or answer a poll (minimum time should be about 2 weeks).
  • When you feel you have come up with a finished work, idea, or proposal, submit it to this thread.
  • Provide a good description along with a link to your original forum topic.
  • Attach, or provide direct links to, any files you are attempting to have included here.
  • Feel free to share a link to your ticket while we review it.
Issue Reporting Guidelines
  • Find an issue in the Red Eclipse game and/or engine, verify that you can reproduce the problem and provide steps on how to do so.
  • Check here on the forums to see if your issue has already been reported and/or resolved upstream (in the development version).
  • When you have verified that the issue still exists and needs to be fixed, submit it to this thread.
  • Provide a good description along with a link to your original forum topic (if applicable).
  • Attach, or provide direct links to, any files which demonstrates your issue and any patches you might have here.
General Guidelines
  • Only submit finalised works (no work-in-progress items please). If you are just looking for general feedback, you can post a link to your thread here.
  • You acknowledge we will probably modify your content before including it (to fix any problems or improve it).
  • If you want to modify it at a later point, changes you make will need to be based on our version, otherwise we may not include your updates.
  • You must provide an explicit, legally enforceable license. Do not use "public domain", or "no commercial use" / "no modification allowed" clauses.
If you are unsure about how to license your work, Creative Commons provides a handy selection tool for their licenses at http://creativecommons.org/choose/ and Red Eclipse content is generally licensed "CC by-sa" (Attribution-ShareAlike), unless otherwise specified: http://creativecommons.org/licenses/by-sa/3.0/
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Re: TRACKER: Bugs and Submissions

Postby Bobbo » 02 Jan 2014, 19:04

The following asymmetrical maps don't do the team swaps during play (test case: Normal CTF game):
  • Deli
  • Depot (although the changes here seem to be symmetrical on a 45 degree angle and if not have little to no effect at all)
  • Venus (geometry has little bearing on this map for the changes)

As above, but test case is normal Deathmatch game:
  • Abuse
  • Bath
  • Bloodlust*
  • Center
  • Error*
  • Ghost
  • Insidious*
  • Livefire*
  • Oneiroi*
  • Processing*
  • Tower*
  • Ubik*

* While they don't do it, I don't think it's much of an issue since the spawns seem to be generally dotted around and there aren't clear bases (I believe).



Canyon in SVN is broken:
The particle emitters aren't following that new variable you implemented and lagging like crazy (I've experienced up to 90% FPS drop).
Omega team has no flag in CTF.



Bath has two invisible walls which aren't there in edit mode:
Near each team's base plate there is a place where you can stand (rifle spawn), the wall away from the team base plate can't be run along near the top (you get stoppped and fall or stuck).



I also understand a bunch of maps are being removed in 1.5, but I don't have a list of them to discuss it right now, although if you could provide me with a list that'd be nice. :)



EDIT:
Also, bots clearly have NO idea what they're doing in Gauntlet. Most just run around randomly trying to kill people. I had defending team bots sitting in the offending team's base and one of my bots trying to get to the goal crouching about 2 meters away from it.
Last edited by Bobbo on 02 Jan 2014, 20:03, edited 1 time in total.
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Re: TRACKER: Bugs and Submissions

Postby ballist1c » 02 Jan 2014, 19:28

Deli, depot, and venus are all symmetrical rotationally(depot only partly, however the basic structure and the layout of the bases works well). Same for Bath, center, and ghost. double-check your list next time.

Abuse and Insidious are both made for duel or small FFA so i don't care, whoever picks them for these kind of matches will likely have a worse time for his poor choice; this is true for Processing as well.
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Re: TRACKER: Bugs and Submissions

Postby Bobbo » 02 Jan 2014, 20:01

Deli, Ghost, Bath and Center all have minor differences which effect game play.

Deli:
There are two pushers on each side of the map. The Red team one doesn't have a wall behind it while the blue team one does, allows for a massive speed boost getting cross the map for Red team.
The spawn room for Red team has three spikes on the roof in the corner. Has a minor effect when jumping up there from the pusher.
The path on the right of red team's base plate (ctf and bb) has a mostly flat and level wall while blue teams is angled. Gives a speed advantage getting to the red team's base plate.

Ghost:
The ledge on the corner wall by blue base has an overhang, Red team's wall does not have this obstruction (making wall climbing harder).
Red team side has two projections out of the wall which aren't mirrored for blue team.

Bath:
Blue side has a platform by the grey pipe on the left, red has no such platform. Provides extra cover for blue, doesn't greatly effect travel time.
On red side there are two large protrusions on the right hand side. Makes it much easier to go from red to blue base

Center:
Both bases have vastly different buildings near them, which gets more similar as you work your way into the other corners. I have no advantages or disadvantages to list for this as I haven't played objective games on them enough and it's generally a big map. It's not as much as an issue as the three before this, but given time one could probably find the optimal route for a single team.


I wouldn't of posted these if they were symmetrical and didn't give an advantage to one team or the other.
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Re: TRACKER: Bugs and Submissions

Postby radiant » 03 Jan 2014, 03:14

After joining a game as a non-spectator and opening the F2 or F4 menus (to include having the F2 menu automatically pop up during intermission), moving the mouse over the scrollbars at right or (in case of F4) at bottom will activate those scrollbars even if the mouse button isn't being clicked, certainly a bug. The bottom scrollbar in F4 controls update interval, which is a persistent variable that you could accidentally overwrite this way without even having any idea that something's amiss until the next time you go to the server list and wait for it to update. This is likely the bug's most serious implication.
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Re: TRACKER: Bugs and Submissions

Postby Sniper-Goth » 04 Jan 2014, 22:01

Nevermind this post. Now i know what i should do. Delete it.
Last edited by Sniper-Goth on 05 Jan 2014, 03:04, edited 1 time in total.
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Re: TRACKER: Bugs and Submissions

Postby qreeves » 05 Jan 2014, 02:45

Sniper-Goth {l Wrote}:I know no one cares aside from myself (hell, i reported these clip problems since like, july) cares to fix these clip-less places/bugs on the maps. But here they are... again.

I've gotten a little tired of your attitude to be honest, so I started ignoring you. You want to contribute? Stop being an ass. Maybe actually fix the problem and provide files so I don't have to magically determine where these screenshots are exactly. Capice?
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Re: TRACKER: Bugs and Submissions

Postby qreeves » 05 Jan 2014, 02:48

Bobbo {l Wrote}:Deli, Ghost, Bath and Center all have minor differences which effect game play.

I can see how they might, but mapbalance is only for dramatically asymmetrical maps. The only one that I'd be particularly concerned about is the pusher in Delicatessen; but I'd probably change the layout to be more equal.
'
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Re: TRACKER: Bugs and Submissions

Postby Sniper-Goth » 05 Jan 2014, 02:55

Will fix them, sir! Sorry if i bother you with these things, but i had to do it, as i didn't knew if i should fix them myself. Now i know i can. :)
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Re: TRACKER: Bugs and Submissions

Postby Bobbo » 05 Jan 2014, 03:35

qreeves {l Wrote}:
Bobbo {l Wrote}:Deli, Ghost, Bath and Center all have minor differences which effect game play.

I can see how they might, but mapbalance is only for dramatically asymmetrical maps. The only one that I'd be particularly concerned about is the pusher in Delicatessen; but I'd probably change the layout to be more equal.
'

The protrusions in bath is only really effective in CTF, because you can run around the outside, people don't always notice you and it's very fast, but only one way. The important part to have the speed is on the way back after you have the flag, which typically favours the team without the protrusion.

Although that might just be my play style (slow is boring!), those that play gauntlet and time trial maps with me tend to know how quickly I can traverse geometry and optimize my route. XD
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Re: TRACKER: Bugs and Submissions

Postby Honno » 08 Jan 2014, 21:22

I think all the current non-BB maps in SVN should have a BB implemented in the map for the sake of hold games, and with that a forced option of hold. I really want to try out ffa bomber ball hold on ubik :/
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Re: TRACKER: Bugs and Submissions

Postby qreeves » 09 Jan 2014, 01:45

Honno {l Wrote}:I think all the current non-BB maps in SVN should have a BB implemented in the map for the sake of hold games, and with that a forced option of hold. I really want to try out ffa bomber ball hold on ubik :/

Any map with an affinity should theoretically be possible to play hold bomber-ball (unless said affinities are set to only spawn in a different mode), if there is more than one the game will randomise between them; just add them to "holdmaps" - and feel free to compile a list of compatible maps for me.
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Re: TRACKER: Bugs and Submissions

Postby radiant » 15 Jan 2014, 00:55

Own goals in survivor bomber-ball are wonky: they don't start a new round and don't respawn the ball...at least, not until one team completely wipes out and gets respawned. Only then does the ball follow, with a chance to score an actual goal and end the round. Here's a demo.
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Re: TRACKER: Bugs and Submissions

Postby freezurbern » 17 Jan 2014, 18:42

:!: Bug: On intermission, in SVN r6280, the spectv camera spins VERY quickly after a game of defend and control on colony.

Video: https://dl.dropboxusercontent.com/u/42922158/share/spin-bug.mp4
Demo: https://dl.dropboxusercontent.com/u/42922158/share/20140117121824.dmo

Also, clicking the left mouse button while waiting to respawn causes the screen to glitch in some way, as if it were trying to switch to a different view but couldn't.

edit:
"<Anonycat>I get the 1000rpm intermission spin sometimes too, it appears to happen when it selects a dead player to focus on"
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Re: TRACKER: Bugs and Submissions

Postby radiant » 19 Jan 2014, 06:32

A couple feature requests:

-In SpecTV, be able to snap to affinities as well as players with the change-focus button.
-Have a new variable with default value somewhere from 20-60 minutes; if a server is online but has no players, automatically reroll the featured game type and map after that long (0=disabled). This keeps a server from being neglected because of randomly picking a crummy setup that no one wants to get close to.
-I already had a ticket on Trac about adding a /renamedemo command (which would operate on the currently-active demo during playback), but we don't have an official tracker to reference for now. On top of that I'd like to recommend /deletedemo, which can be useful for stuff like obsoleting old time trial runs that get beaten.
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Re: TRACKER: Bugs and Submissions

Postby Bobbo » 24 Jan 2014, 06:29

The doors in Ubik don't open properly when other players go through them. A lot of the time this results in a player being able to 'shoot through the door' because it's open for them but not for you.
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Re: TRACKER: Bugs and Submissions

Postby qreeves » 24 Jan 2014, 07:21

Bobbo {l Wrote}:The doors in Ubik don't open properly when other players go through them. A lot of the time this results in a player being able to 'shoot through the door' because it's open for them but not for you.

As far as I am aware, this bug is limited to 1.4 clients and was fixed in SVN. We would need an SVN-only playtest to figure out if this is still true or not.
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Re: TRACKER: Bugs and Submissions

Postby radiant » 25 Jan 2014, 08:04

The deli map has an easy-to-achieve breakout involving crouch-releasing, which allows you to run around on surfaces extending outside and even over the top of the map. This is obviously huge in any mode where you can usefully play keep-away.
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Re: TRACKER: Bugs and Submissions

Postby qreeves » 25 Jan 2014, 08:23

How about you fix the map, instead of expecting me to do?
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Re: TRACKER: Bugs and Submissions

Postby TheLastProject » 28 Jan 2014, 22:11

Edit mode doesn't seem to respect the keybinding for "forward", which defaults to W. I have it set to , (COMMA) on the dvorak layout, which works in the normal mode, but in edit mode I won't be able to move forward unless I explicitly press W, even though my keybind for forward is different.
Last edited by TheLastProject on 28 Jan 2014, 22:27, edited 1 time in total.
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Re: TRACKER: Bugs and Submissions

Postby Bobbo » 28 Jan 2014, 22:20

The jetpack mutator breaks the ability to do multiple slides without pause.
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Re: TRACKER: Bugs and Submissions

Postby qreeves » 29 Jan 2014, 00:40

TheLastProject {l Wrote}:Edit mode doesn't seem to respect the keybinding for "forward", which defaults to W. I have it set to , (COMMA) on the dvorak layout, which works in the normal mode, but in edit mode I won't be able to move forward unless I explicitly press W, even though my keybind for forward is different.

As "COMMA" already has a bind in editmode, try: /editbind COMMA [ forward ]
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Re: TRACKER: Bugs and Submissions

Postby qreeves » 29 Jan 2014, 00:41

Bobbo {l Wrote}:The jetpack mutator breaks the ability to do multiple slides without pause.

The problem is the timing of pressing jump. It is not possible to fix this without creating separate keybind for jetpack, which I do not plan to do.
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