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Author Topic: More Zap Chain Misery  (Read 1081 times)
Conzul

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Turrets: +78/-17
Posts: 1058

Seek One-ness, and you shall find all you seek...


« on: August 29, 2010, 08:37:31 PM »

Zap does not chain to people who are using only the ckit, and who are right up and touching whatever it is you are zapping. Or maybe it's just larger buildables. I've been noticing this a lot.

I have 2 rapidshare demos: http://rapidshare.com/files/415905020/demo0004.dm_70

                           http://rapidshare.com/files/415905021/demo0005.dm_70
« Last Edit: September 02, 2010, 04:25:28 PM by Conzul » Logged

Asvarox


Turrets: +41/-35
Posts: 573


« Reply #1 on: August 30, 2010, 08:07:58 AM »

Honestly I never noticed that, as a human and as an alien. Will have to check this out soon. Though, it's really feedback, but bug report, so I think it should go to the bugtracker http://tremulous.net/forum/index.php?topic=266.0
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I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  Angry
Meisseli
Spam Killer
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Turrets: +83/-25
Posts: 765


« Reply #2 on: August 30, 2010, 10:45:44 AM »

I've experienced the same thing, sometimes zap doesn't connect to a turret or a hunman very close to the turret I am zapping.

But it's really random and I don't know what's causing it.
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gimhael


Turrets: +70/-16
Posts: 546


« Reply #3 on: August 30, 2010, 12:43:28 PM »

The game doesn't sort the targets by distance, it just finds all targets that are within zap range and picks the first LEVEL2_AREAZAP_MAX_TARGETS of them.

Btw: there is a small bug in the zap code: the size of the zaps-array is MAX_CLIENTS, it should be MAX_ZAPS.
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Conzul

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Turrets: +78/-17
Posts: 1058

Seek One-ness, and you shall find all you seek...


« Reply #4 on: August 30, 2010, 05:27:01 PM »

I forget how many targets zap can chain to, but this was happening when there were only one or two subtargets. The demos are a few seconds each. One shows me zapping a armory, with two subtargets. There's an unarmored ckit right next to it. Several zaps do not chain to this guy. So I zap the arm to deth and and then aim at the ckit. It STILL doesn't hit him, point-blank.
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Conzul

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Turrets: +78/-17
Posts: 1058

Seek One-ness, and you shall find all you seek...


« Reply #5 on: August 31, 2010, 04:15:57 AM »

Happened again today, this time on SG server, not on the pubs like b4. got another moment-long-demo
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Kiwi


Turrets: +29/-9
Posts: 859


« Reply #6 on: September 02, 2010, 03:21:13 AM »

I've also seen zaps connecting between adv muruaders recently, even through walls.  I can dig up some videos if you guys need.
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Conzul

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Turrets: +78/-17
Posts: 1058

Seek One-ness, and you shall find all you seek...


« Reply #7 on: September 02, 2010, 04:24:01 PM »

heck with it. added links to the demos. DL so you can see what I mean.
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Aelita


Turrets: +44/-26
Posts: 573


« Reply #8 on: September 02, 2010, 08:42:09 PM »

I've also seen zaps connecting between adv muruaders recently, even through walls.  I can dig up some videos if you guys need.

This is an old bug if I remember correctly. Long ago when I very first started playing Tremulous I had a problem where I'd get zap strings connected to me that went through walls and persisted through death and respawn. I dunno if it ever got fixed or not, but I haven't had it happen for a long time.
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UniqPhoeniX
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Turrets: +66/-32
Posts: 1376


« Reply #9 on: September 03, 2010, 12:08:14 AM »

The old annoying tesla bug is gone. There are some bugs with particles and trails tho, for example trails connect to wrong particles or even players (maybe only yourself from your pov?). There is also a bug which causes the wrong particles (acid/explosion most of the time) to be emitted from your weapon, or iirc even jetpack, when an active particle system (like an active acid tube) goes out of PVS. Afaik that 1 still exists.
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