Author Topic: Trap bug?  (Read 4631 times)

Offline EXTERMINADER

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Trap bug?
« on: August 11, 2009, 07:55:30 PM »
Quadz,

Here is the demo file of the bug I spoke of.

If you toss a trap from anywhere on this platform, or even in the room above it I believe you get health damage as you let it go, and it disorients you.  Not pointing the problem at the recent trap code, but it was noticed shortly after the changes, if that helps track it down.  It definitely is a new bug, as I've thrown many a trap from up there...

EX
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Offline console

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Re: Trap bug?
« Reply #1 on: August 11, 2009, 08:07:02 PM »
Hmm, strange.

I presume it will have something to do with the traps now being 'takedamage' entities.  But offhand, I can't explain this particular behavior.

Thanks for posting...

Regards,

:dohdohdoh:
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Offline Barton

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Re: Trap bug?
« Reply #2 on: August 12, 2009, 10:27:42 PM »
I don't get why I can't load that demo. There's so many demos I can't load in Q2.
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Offline [BTF] Reflex

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Re: Trap bug?
« Reply #3 on: August 13, 2009, 06:50:44 AM »
What client do you use?
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Offline Whirlingdervish

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Re: Trap bug?
« Reply #4 on: August 13, 2009, 08:17:52 AM »
 :lolup:

The demos may be recorded using a newer client than the standard q2 v3.20, and thus they use a slightly different protocol.
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Offline Barton

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Re: Trap bug?
« Reply #5 on: August 13, 2009, 08:50:46 AM »
Okay that makes sense. I'm currently using v3.20.

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Re: Trap bug?
« Reply #6 on: August 14, 2009, 08:21:29 PM »
Im sure

You are trying to play th demos in regular quake
You must put in console: game xatrix
then play the demo
and the demo must be in xatrix/demos folder

cya :beer: :beer:
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Offline Slick Lawyer

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Re: Trap bug?
« Reply #7 on: August 15, 2009, 08:02:28 PM »
What client do you use?

I use every last one of my clients.
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Offline EXTERMINADER

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Re: Trap bug?
« Reply #8 on: August 17, 2009, 10:43:56 AM »
Update:

I played this map again this past weekend, and it appears that the trap tossing bug occurs on multiple levels of the map.
May I suggest replacing this map in the rotation with one of the others until  this bug is fixed, if indeed it's worth fixing?  Perhaps xfact3, xboss2,  or any to your liking?

Thanks!

EX
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Offline Paril

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Re: Trap bug?
« Reply #9 on: August 20, 2009, 03:47:23 PM »
This occurs because of an old view skewing bug in Q2. I believe R1 fixed it in some sources (see CleanCode's CPushEntity for it, or search for r1), but basically when your box intersects another object (or gets "stopped" by another push) you turn a full 180 degrees. I've noticed this bug only taking place once after every time you died, which is strange. Either way, CleanCode fixes it.

-P
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Re: Trap bug?
« Reply #10 on: August 20, 2009, 04:38:42 PM »
 :lolup:

if you want to see this in action, stand under the lift on q2dm1 and let it hit you in the head while jumping.
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Offline |iR|Focalor

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Re: Trap bug?
« Reply #11 on: August 23, 2009, 03:57:21 AM »
:lolup:

if you want to see this in action, stand under the lift on q2dm1 and let it hit you in the head while jumping.


Yeah. I'll usually end up being ready to fire a rocket at someone, and then when the damn thing hits me in the head, I face the wall, let it fly, and blow myself to bits. :rocketright:
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Offline X7

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Re: Trap bug?
« Reply #12 on: October 14, 2009, 04:23:34 PM »
I showed this bug to Palin_2012   :bananaw00t:

 :WTF:




X7

See Demo
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Offline console

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Re: Trap bug?
« Reply #13 on: January 17, 2010, 06:39:43 AM »
Sorry for the delay, finally tracked down the trap bug.

Should be fixed now.  I've tested it on xdmt3 - no more weird self-damage when throwing traps at the top of the map.

I've re-enabled "killable traps" on the xatrix server.

I've also rearranged the code a bit, so that the whole time a trap is in flight, it is running 100% through the standard code paths... only once the trap has landed and settled and opens does the killable traps code take effect and allow the trap to take damage.  So the trap physics for throwing/bouncing should retain 100% of its classic behavior.

Here are the current defaults on xatrix:

"sv_trap_duration", "30"
"sv_trap_health", "200"
"sv_trap_expl_damage", "200"
"sv_trap_expl_radius", "300"
"sv_trap_held_damage", "125"
"sv_trap_held_radius", "165"

I added cvars for everything so it can be fine-tuned more easily...
 

Regards,

:dohdohdoh:
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Offline EXTERMINADER

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Re: Trap bug?
« Reply #14 on: January 17, 2010, 07:54:32 PM »
Should be fixed now.  I've tested it on xdmt3 - no more weird self-damage when throwing traps at the top of the map.

That's awesome!  :yessign:

Thanks for fixing things up!

EX
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