Author Topic: New BETA Update  (Read 11274 times)

Offline Edward850

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Re: New BETA Update
« Reply #20 on: June 21, 2017, 08:32:58 PM »
Another update, likely the last one before this goes into the main public:
  • Slightly altered the weights of the RaptorFest spawns.
  • Added measures to help make sure enemies can't get stuck in RaptorFest when they aren't idle.
  • InstaRok was missing a flag for generator spawns.
  • Scoreboard visual improvements and additonal information about the running game.
  • Escheria has music now.
As this changes the KPF, any dedicated servers not yet updated will show a KPF key error. Be sure to inform the server host.

Additional reminder that a Doomseeker plugin exists here as always: http://steamcommunity.com/app/405830/discussions/2/2333276539611967816/

Offline EduCatOR

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Re: New BETA Update
« Reply #21 on: June 24, 2017, 02:33:40 PM »
Good shit very nice update.  8)

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Offline Edward850

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Re: New BETA Update
« Reply #22 on: June 25, 2017, 03:29:05 AM »
Update E; I'd say this would likely be the last update again but then I'd jinx it again:
  • Restored 2 more N64 maps, Endangered Species and Moonlit Mayhem.
  • Fixed an issue where the client could get caught in limbo if they connected to the server before the server actually finished starting up (and a related crash on the server).
  • Core array construction optimizations, slightly improves performance everywhere.
  • Added a hidden mode to Raptor Fest.
As this changes the KPF, any dedicated servers not yet updated will show a KPF key error. Be sure to inform the server host.

Additional reminder that a Doomseeker plugin exists here as always: http://steamcommunity.com/app/405830/discussions/2/2333276539611967816/

Offline Duke64

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Re: New BETA Update
« Reply #23 on: June 25, 2017, 03:49:28 AM »
Moonlit Mayhem is my favorite N64 map thanks nice job.
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Offline BehemothProgrammer

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Re: New BETA Update
« Reply #24 on: June 25, 2017, 09:16:02 PM »
Love the new maps and raptorfest mode. Happy to see enemies in MP for some coop style gameplay it's been fun playing that mode.

I found a problem that only happens in MP. OnDamage seems to be getting called twice, meaning everything is taking twice the amount of damage it should. Unless that's intended but I don't think it is. In SP it only gets called once.
« Last Edit: June 26, 2017, 12:13:06 AM by BehemothProgrammer »
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Offline Edward850

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Re: New BETA Update
« Reply #25 on: June 26, 2017, 01:47:52 AM »
I found a problem that only happens in MP. OnDamage seems to be getting called twice, meaning everything is taking twice the amount of damage it should. Unless that's intended but I don't think it is. In SP it only gets called once.
Can't reproduce this. OnDamage only ever triggers once, and frankly only has one place it can be called.
If you are sure this happens, you are missing an important detail.

Offline Jay Doomed

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Re: New BETA Update
« Reply #26 on: June 26, 2017, 11:40:14 AM »
Great updates really liking the raptor fest also and appreciate the hard work.
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Offline BehemothProgrammer

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Re: New BETA Update
« Reply #27 on: June 26, 2017, 04:00:42 PM »
I found a problem that only happens in MP. OnDamage seems to be getting called twice, meaning everything is taking twice the amount of damage it should. Unless that's intended but I don't think it is. In SP it only gets called once.
Can't reproduce this. OnDamage only ever triggers once, and frankly only has one place it can be called.
If you are sure this happens, you are missing an important detail.

What I'm doing to get the result is attaching a script on a player or enemy that simply prints a message to the console when OnDamage is called.

Here is the .kpf file of it for you to be able to replicate it. https://www.dropbox.com/s/3okq8jd4iriad6y/test.kpf?dl=0
contents:
  • defs/actors/player.txt - added the script component to the player def
  • scripts/main.txt - added the line: #include "scripts/ScriptPlayer.txt"
  • scripts/ScriptPlayer.txt - OnDamage prints to console

Here is a video of it happening in MP and then in SP. You can see whenever I get hit the prints to console happen twice at the same time in MP.


Thank you for taking the time to look into this I really appreciate it.
« Last Edit: February 20, 2020, 09:40:31 PM by BehemothProgrammer »
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Offline Edward850

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Re: New BETA Update
« Reply #28 on: June 26, 2017, 08:49:21 PM »
It's just a script issue it turns out. OnDamage internally is being called just once but the player has two script delegates setup for the same action, due to some weirdness in how players are setup in multiplayer, causing the script to be executed twice for one damage event (so you are still only being damaged once).
I'll see if I can stamp that out but it probably wont be in the next patch, due to the delicate setup needed for spawning players in multiplayer.
« Last Edit: June 26, 2017, 08:50:33 PM by Edward850 »

Offline BehemothProgrammer

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Re: New BETA Update
« Reply #29 on: June 27, 2017, 12:52:38 AM »
Ah I see. No problem I can wait until it eventually gets patched and do a work around for it in the mean time. Glad that you know of it now. Thanks again for looking into it!
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