Joined: Thu Oct 04, 2007 1:08 pm Posts: 395 Location: baarle-nassau -home of the borderline
Quote:
When a first-time player opens the server list, they would feel less alone, Might even ask some of the basic questions before hand.
Yes getting into a game as first timer can be intimidating, i found it is nice to be able to do some chatting before getting into a game.
Not to confuse things, but something else i just thought of- it would be nice to have a spectate button on the server screen it would be helpfull with future tournaments, i have made a few accidental logins before.
I dont see it in the requests list, i suppose i should make a request
A gentleman is one who never hurts anyone's feelings unintentionally.-Oscar Wilde
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
I still think the avatars are cute, but with them reduced or off, the hight of it can be cut in half; allowing a bit more list. The timestamp is perfect, important to track friends.
Minor visual bug. When i use the Enter key to send, the text appears 2 times on my chat window. I was confused a sec, but after Refreshing the page, the duplicates dissappeared and the chat looked normal again.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
Whether by file error or xml error, the message-box seems to be repeating the total chat contents 3 times.
At least it's starting to get noticed tho. I'd call it a positive result so far.
Edit: It seems to be in the xml code. some refreshes it's normal, other times it has 2-4 duplications of the whole list.
More: different topic, may as well reuse the post. Noticed something while playing in mains. After buying over 700 heavy riots and re-selling them, thier price diddn't move one penny. Are you still using the code that puts items into the negative on the free-market file?
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
gcamp wrote:
Thanks, I'll checkout the chat thingy. Free market is turned off on the servers now, has been for a while.
Only the Beginners has the free market disabled. The other 2 are working properly within the designed parameters. They should remain enabled.
The 'Different' server is working with a larger inventory, and should give a deeper testing of how the market code effects things. I've also been looking over the calculating difference i use, and will be comparing how swiftly and smoothly prices balance out on both styles.
I've only had a hand-full of testers in the beta server, but none were ejected by any error that i know of. It seems to be worth advancing soon, if there's nothing else we can think of stuffing in.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
Built todays svn checkout and found a few minor hiccups.
Tried server with my existing server.xml, and it loaded server and waited for players fine.
However, when loading the client, and refreshing the server list, it listed the server as incompatable with the exact same release of client. ie: couldn't enter and play.
The linked chat shows fine on bottom of screen. No visible way to post into it, yet. However, upon scrolling back a few lines to Naka's uncommon chat-code, the client errored out with a glyph missing.
Will test further once it allows me into it;s own servers
edit : more, un-related. Had a side thought that's been nagging at me a while now. While buying, the item lists always seems to load and scroll itself to the bottom of the lists immediately. Is there any way to have it stay at the top of the list box's instead? Most times, the basic items at the top are the first saught anyway.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
At revision 428.
Built and loads without problems. Server running cleanly, will try linking again in a moment.
Chat-code still gives an error when encountering the ansi non-standard text. Error is: GLFont : FT_Load_Glyph failed.
Edit: Server succeeds. Now allows own client to play propperly. So far, everything else seems to work. I'd love to see more players test it first, but that will depend on how many can compile the svn.
Looks good. Will work on getting mods into it on my next time off.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
Built and ran revision 439.
Loads and serv's fine, however the tracking of player deaths is now even further off. At times, it will declare a round due to last-man-standing, while 2 players are both alive. At other times, when one man is survivor and winner, it will remain in play for 3-4 shots afterward before declaring a winner.
Edit:
Reviewed Logs of when these incedents occured. They state results different than the game showed at the time.
At times when it showed me as the only one alive and waiting, it reports that the bot i had believed killed earlier was invisibly shooting and killed me.
The time it showed 2 living bots missing eachother, then ending suddenly.. as having one die without showing a report on-screen, but listed in the Log.
I will relauch the servers and try further to see if it's repeatable.
Edit: Resolved.
Played 2 more full games with one minor change. Updated second pc's Client with new built exe's. No discrepancies appeared. Apparently anyone using mismatching clients to the latest servers may see different results. Probably my fault for not updating all pc's at once.. but re-affirms that when the patch is distributed, All players should update as soon as possible for best, and accurate results.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
gcamp wrote:
Thrax wrote:
Built and am running todays work. release 400-something. As expected, it works fine with the propper clients, but left a note on the chat-box about the possible discrepancy. view perspective jumps less in the no-wait mode, but still bit irk-some at times.
Thanks thrax, I've been running a few tests myself (a few hundred rounds). What view? What happens?
It's apparently not so much as a Bug.. as a timing issue.
While playing, sweep around with the free-cam and prepare your next shot. Just as the aiming Hud re-appears, the view you expect jumps instead to somewhere a few seconds ago.
While it's not really damaging, and easily re-adjusted.. it's quite aggrivating after being able to previously keep the view as it was expected.
Edit: more Saw you did change the protocal set on todays code. i'll built it when you release the patch publicly. Till then, i'm offering the client exe to a few of my regulars from my own Forum.. to test the sync.
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