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sourceforts-bug-tracker's Issues

Freezing shotgun animations

This issue is a placeholder, it needs to be investigated more.
When two or more shells are fired from the shotgun, when reloading the animation shows the first shell being loaded, and then the animation freezes. It comes back when the shotgun is fully reloaded, then the reload animation stops and the shotgun is back to normal.

To reproduce: Fire two or more shells from the shotgun, and watch the animation.

SLAM attachment

Currently you can partially attach SLAMs to players, using the time when deploying while looking at the ground to quickly look up. These are not fixed to the players and will float. Similarly, you can actually put a SLAM on a deployed flag, and it will place happily, but not be fixed to the flag. In this case when the flag is picked up the SLAM will again float. In both cases, SLAMs I think should properly attach to the object it is placed on, and explode when said object is moved.

SF Logo Art

the "²" in the logo was removed for 1.9.3 of SF, however it remains in the art in various places. Is it worth it cleaning up all the art so the ² is removed?

Team change bug(s)

This one needs slightly more investigation as well.
During build phase, when you change teams you get teleported to spawn but you don't get suicided.

To reproduce: The server has to be in build phase. Use the jointeam command or the class change UI to change teams, and experience the weirdest bug ever.

Blocks doing damage in build phase

During build phase, you can hurt yourself with blocks. It's not exactly damage since you're invincible in build phase, but you get the on-screen indicator.

To reproduce: During build phase, toss a block high up and make it land on you.

When scoreboard is open, you get an error every second

When the scoreboard is open, the console will output this error every second:
panel.cpp (3541) : Assertion Failed: ( IsX360() || IsConsoleStylePanel() ) || IsKeyBoardInputEnabled()

To reproduce: Join a game, and open the scoreboard by pressing the TAB button, then view console. To view the command spam live, use the developer 1 command.

Startup Image

When starting up SF, it shows a hl2dm picture, not a SF picture. Could just show the menu background while loading.

beta screenshots shared into a folder

Informations
As the title say you can find screenshots made by @TheZoc in sourceforts/screenshots
It's great to get beta screens available, but that's 1.2MB wasted

how to do
you can check them by going into sourceforts/screenshots

screenshots/videos
well, there are 3 screenshots indeed

version
beta 10

OS
Windows - Linux

Game Rename

After a little discussion in Discord with Jake and Draken and Acer, we think it might be a good idea if we rename this upcoming beta/release to SourceForts Classic. Additionally the mod folder should change to sfclassic. This would allow side by side testing of the two versions for bug testing, and would also mean that an install of SourceForts Classic would not write over 1.9.4.1 releases. This would also prep for the release of SourceForts 2 which could just be called SourceForts.

Crouch stuttering

This one also needs more research, because it has only been tested on a local listenserver.
Any movement while crouched appears to be stuttery.

To reproduce: Crouch and move around. Notice how the camera instead of moving smoothly stutters. This is most visible when bunnyhopping after sprinting.

Crete Checker Texture

The crete checker texture does not tile correctly. I have updated the textures 8 years ago, but have attached them here. VTF textures need to be placed in materials/sf/sf_crete

sf_crete.zip

Minor feature requests :)

Some of these sound hard to implement (and most likely are lol), but if everything gets sorted out with the bugs I'd love to see these things added. No forcing though :)

  • viewmodel_fov and r_drawviewmodel changeable by client without sv_cheats 1 (making the commands non-cheat)
  • Clan tags in scoreboard with cl_clanid
  • Option for server operators to force a specific respawn time
  • Old SF theme as secondary startup music
  • Intro video (old or new whatever) brought back

1.9.6 Feature Request Thread

I had a few new ideas since I made my old "minor feature requests" issue, and from what I can read in the discord, you guys have a few suggestions too. So I decided to make this thread/issue where we can post suggestions and feature requests for 1.9.6. I'll start.
DISCLAIMER: Obviously, these are just requests/suggestions. I don't WANT them to be added otherwise I'll die, I'm just saying that it'd be cool to see this stuff added.

  • viewmodel_fov and r_drawviewmodel changeable by client without sv_cheats 1 (making the commands non-cheat)
  • Clan tags in scoreboard with cl_clanid
  • Option for server operators to force a specific respawn time
  • CVAR to change teammate/global player collisions

Implemented:

  • Freezestatus as an in-game feature
  • Old SF theme as secondary startup music
  • Intro video (old or new whatever) brought back Confirmed impossible due to licensing issues with Bink video tools.
  • More "Create Server" options in the GUI (e.g. Blocklimit, Flashlight, Force Respawning)
  • Have things packed in VPK's so that we can implement sv_pure for servers ( #65 )

Menu Background

The Menu background says 1.9.4 on it.
In addition, when in widescreen, the background art is stretched.
Ideally, if there is source for the background art, 3 VTFs can be produced, for 4x3 16x9 and 16x10, and then these used when the game in the relevant aspect ratio.

Changing to red team in any way crashes the game

By trying to change to the red team in any way the game crashes, whether it's by the jointeam command, the changeto command or the toggleclasspanel UI.

To reproduce: Switch to red team in any way mentioned above and watch your game crash :p

Flag follows player view

https://vimeo.com/303856454 pw is 196

Took a video because it was too weird to explain. Basically (after dying I believe?), the flag will stay in the players peripheral and will not go away.

This also results in the flag model not being at the spawn. So for example in the video you see the red flag in my corner view. When I went to the red flag area after the flag had 'returned', there was no flag there. I walked over where the flag was and suddenly I had it again, then I dropped it, the flag disappeared out of my screen.

It happened twice today while playing.

weapon_cubemap missing

Tested in both buildphase and combat phase
sv_cheats 1; impuse 81; give weapon_cubemap
This debug weapon is useful for mappers in testing cubemaps.

Jointeam Exploit

Get ingame

Open Console

Type "Jointeam 2"

Respawn, if invisible in thirdperson it worked if not just spam the command a few times. Now you can exploit a lot, like not dying from bullets and clipping through bases.

Also works with both red/blue jointeam numbers.

Linux missing textures

Informations
Linux build can't read textures ; materials ; models instead the source engine map the level with purple/black and ERROR where it's needed.

how to do
play some maps on linux build
exemples:

  1. purple/black textures = sf_sphinx
  2. ERROR model = block spawner in sf_tactical

screenshots/videos

  1. purple/black:
    bp_texturescsf19beta

  2. ERROR model:
    error_model_sf19beta

version
beta 10

OS
Linux

Another team change bug

It's similar to the bug that didn't kill you on build phase, except this time it's for combat phase only.

Changing teams in build phase kills you occasionally and flings your ragdoll across the map when it does. Changing teams in combat phase however, doesn't kill you at all...

Name

Name now uses Steam name, you cant make a local in game name.

FGD updates

I've updated the FGD for 1.9.6 few minor changes:
infodecal gets a model rather than a hideous box that blocks the entire view of said decal.
env_block_spawner is updated to be correct with regards to the blocks it spawns
ammocrates health and suit chargers can now be parented.
Icon for game_phase_control
Icon for env_block spawner
@TheZoc Note: use the FGD attached here its more up to date than the one I sent you.
This FGD is backwards compatible with 1.9.4
sourceforts.zip

Sprays do not work

The sound activates but no spray is applied when the button is pressed.

sf_charger_health_increment has no effect

sf_charger_health_increment is supposed to increase the amount of health you get from the health chargers. By increasing it, healing doesn't speed up...

To reproduce: Change the sf_charger_health_increment cvar server-side to anything above 1, hurt yourself in-game, and use the charger. You'll notice that the health charger still heals like sf_charger_health_increment is set to 1.
Another thing I noticed with this cvar is that unlike sf_charger_armor_increment, when you change it you don't get the "Server cvar X changed to 'Y' " chat message.

New scoreboard to do list

  • Add unassigned team
  • Add spectator team
  • Test HLTV support (?)
  • Add total team score

Current state of the score board, as of beta 10:

  • Orange is Unassigned
    image

SLAMs

When you change class, any SLAMs you have deployed stay deployed.

Sprint issues

Prediction is broken on all betas, up to Beta 3

Hopefully I fixed it in Beta 4, but with this fix I broke how it drains stamina and recharge time. This should be fixed in Beta 5, if everything else is working correctly :)

Remaining issues in b9

Code related:

  • #17
  • #18 (there is no indication that button is pressed in the class/team pick menu) Marked as finished, but it's not, since sadly it's a nofix.
  • Server console prints User Msg 'Battery': 2 bytes written, expected 3 with every armor heal when healing from the armor dispenser
  • ERROR: Weapon (weapon_357) using undefined primary ammo type (357) in server console on launch/map change (doesn't seem to alter gameplay or change anything in any way... Can be ignored for now.)
  • There is no "Armor" on the HUD in b9, and the killfeed doesn't show as well. But the armor healing and damage taking seems to be still working, only the counter seems to be hidden.
  • B9 linux server won't launch unless you make a copy of all SDK 2013 binaries that end with _srv.so and rename them to not have the _srv suffix (kinda fixed, we'll just warn server operators)

Mod-files related (scripts, etc.):

  • Multiplayer tab in options is broken - I'm working on it FIXED! I'll post a fix over here in a sec!!!
  • "Create server" shows HL2DM server settings in the second tab, but that's an easy fix
  • With high ping, switching to the stun batton plays the sound multiple times instead of once. (ommited)
  • With high ping, when moving the camera around the weapon doesn't move in the viewmodel, it just stutters and glitches around but stays still (ommited)
  • Linux builds has missing textures due to VTF files name cases (script found proved to be working)

That's all the bugs that are left to fix from what I could find. We're so close!

Jeeps broken

Attempted to create unknown entity type prop_vehicle_jeep!

Put this at the bottom of the fixing pile.

Bugs after match end

This needs a little bit more of investigation
After a match ends, the map changes very quickly, and everything seems to be normal until you spawn. The timer is at 0, the scores in the scoreboard are the same, and the image in the scoreboard saying which team won is still there. Additionally, when you shoot you fire extremely fast and you don't loose bullets.

To reproduce: Finish a match (either by slow and painful waiting or by a few addtime -999 commands), and wait for the map to change. You'll see the results upon respawning.

Some notes: This has only been tested on a local listenserver with only one map in the mapcycle, so this really needs some investigation. The super short map change time is also suspicious.
Oh, and doing the changelevel command changes the level and fixes this bug... Still, this shouldn't be normal.

Missing Pictures/Icons

Not sure how to add these by default, but we are missing the grid view and list view pictures in steam. Additionally, the icon visible in the list view is only the small icon, there is no large version of the icon.

Startup video not working

Informations
startupvid.avi isn't working at the startup of the game.

how to do
start the game
it goes directly to the main menu skipping the video

screenshots/videos
"startupvid.avi" in sourceforts/media

version
beta 10 and less

OS
Windows - Linux

Permanently decreasing sprint bug

Happened twice while bhopping.

First time it lasted until the end of combat, through the build phase, and into the combat phase again until I left the server.

Happened a second time after that while I was only bhopping back and forth.

Appears as though sprint is always decreasing, as if you were holding down the sprint button constantly, and I could not untrigger it.

MOTD Logo

The MOTD displays the hl2 logo, rather than a SF one. Also some shenanigans in the right hand corner.
image

Missing decals in sf_crete

Or at least that's what I can only imagine is causing this:
sfdecal1
sfdecal2
sfdecal3

I noticed these console messages when loading the map:

material "sf/decals/sf_attach_plate" not found.
env_cubemap used on world geometry without rebuilding map. . ignoring: sf/decals/sf_decaltitle
material "decals/graffiti_blue_team" not found.
material "decals/graffiti_red_team" not found.

There is no "sf_attach_plate" inside "materials/sf/decals", and no "decals" folder at all directly inside "materials" folder as the "graffiti" errors suggest. There is a VMT for "graffiti_blue_team" in "materials/vgui/logos".

Game version: 1.9.6 beta 10
OS: Linux (doubt that matters in this case)

$Detail

So with the update to orange box, all custom textures should really use $detail. SF textures in game next to stock textures look a bit flat without $detail. Basically the parameters need to be added to every vmt on a per material basis.

General Physics object freezing

It seems you cant freeze general physics objects, like func_physbox. This used to be the case. It just says you cant freeze that here.

Incorrect move speed when respawning after death

During the combat phase, when you respawn after death, your normal movement speed will be set to 190 HU/s regardless of class. Sprinting once fixes it and sets the correct move speed for the class until next respawn. Changes nothing for Rocketeer whose move speed is already 190 by default.

Version 1.9.6 Beta 11

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