HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
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09-10-2005
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Fort Warrior
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Join Date: Apr 2005
Location: BNG-TQ2402076524
Posts: 1,182
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09/09/05 - Fixes and upgrades
Well, for starters, some vaguely SF-related stuff... we now have the Mantis bugtracker installed as well as Subversion, and combined they will make the whole beta-testing process much more fluid. No more chucking endless RAR archives around the internet.
I've spent a lot of the night configuring my new server, but we've now fixed a couple of teething problems with the code and are working through the final set of gameplay changes (v1.9.0 is now feature-locked). It's been a slow week, sadly, I've been ill etc., and we had a failed test on Thursday, but I'm back into the swing of things now.
Big test tomorrow night (I hope  )...
__________________

"If they rape and kill me, I hope they kill me first. That way, I sort of win."
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09-13-2005
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It might be cool/funny to hear about some of the more wacky bugs you guys hit. Just to give us waiters something to giggle at while you guys work your magic.
Just a thought.
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09-13-2005
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Experienced Builder
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Join Date: Sep 2005
Location: San Antonio, TX
Posts: 351
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woohoo! jlf you are my hero! keep up the good work!
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09-13-2005
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Quote:
Originally Posted by patrickgamer
It might be cool/funny to hear about some of the more wacky bugs you guys hit. Just to give us waiters something to giggle at while you guys work your magic.
Just a thought.
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I agree. I vaguely recall Entro (I think) saying something about a bug where the concussion sound played endlessly. We ahouls hear about bad things about beta testing too :wink:
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09-13-2005
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Bunker Builder
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Join Date: Apr 2005
Location: boxes of cerial
Posts: 193
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Quote:
Originally Posted by Aun
Quote:
Originally Posted by patrickgamer
It might be cool/funny to hear about some of the more wacky bugs you guys hit. Just to give us waiters something to giggle at while you guys work your magic.
Just a thought.
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I agree. I vaguely recall Entro (I think) saying something about a bug where the concussion sound played endlessly. We ahouls hear about bad things about beta testing too :wink:
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I think that's happened to me before. It was one of those sf_abandon matches where everyone but me has rockets :S
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09-14-2005
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Uke
Fort Warrior
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Join Date: Mar 2005
Location: UK
Posts: 1,213
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Quite a funny bug was when the flag (after it got captured) would just drift around the map randomly, it just degenerated to about half the people in the server chasing a floating flag around untill someone had the sense to build a ramp in its path.
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09-14-2005
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Experienced Builder
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Join Date: Jun 2005
Location: UK
Posts: 268
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There was quite a funny bug very early when it was just internal testing when all of the physics entities in the map would bounce around the map like rubber balls with 100% reflected energy. For no reason at all they would just be flying around the map with very soft collision detection. For about 6 lines of chat text all you could see was:
OverDose: er...
Stinger: Um...
JLF:...
OverDose: wtf?!
It was very funny and surreal. Like a Tim Burton movie.
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09-14-2005
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LEVEL UP
Flag Capper
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Join Date: Mar 2005
Location: Southern California
Posts: 3,937
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Quote:
Originally Posted by Aun
I agree. I vaguely recall Entro (I think) saying something about a bug where the concussion sound played endlessly. We ahouls hear about bad things about beta testing too :wink:
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That was probably one of the single most annoying bugs I've ever seen. Every time I'd get killed by a grenade, I'd hear that super loud ringing until I left the server. I ended up playing a few playtests with no sound out of fear that I'd have to endure that screeching again, it's seriously horrible to hear for more than a few seconds.
As far as the more crazy bugs go.. the worst was probably blocks becoming invisible. I'm still not sure what was causing it (though jlf is), or how it was fixed, but trying to navigate a base with invisible blocks is frustrating as well as near impossible. Just before 1.9 hit beta, me and Stinger had some weird problems with the flags in the alpha. It'd dissapear, slide around the map, drop out of players that weren't holding it, send players trying to touch the flags rocketing into the air, and pretty much anything else you can image. The flags were just screwed up.
In a somewhat recent beta build, we had flags returning to random points on the map (but this is fixed now). It was especially crappy when my team's flag would return to right next to the enemy's flag. And then when we'd finally get the chance to return our flag, we'd touch it and it'd throw us into the sky, and on a map like resevoir, that's a long way down.
A mistake in the code (I think) that forced you to hold the freeze button for half a second or so before the block actually froze was extremely frustrating. We'd have to guess when the block was actually frozen, and in the laggy listen servers we frequented in the early beta, building a base was entirely not worth the effort. I'd think part of my wall was frozen, and then Dredge (always Dredge) would come up and knock everything down in a few swings from his stunstick.
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09-14-2005
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ADMINISTRATOR!
Veteran Fort God
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Join Date: Aug 2005
Posts: 4,468
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there was a bug in which if you stood between a dropped enemy flag and the place where the enemy flag normaly lies, if the enemy returns it, you pick it up.
You actually could pick the flag up midroute as it was transporting itself to the enemy base. JLF worked that one out now. Think he programed his own teleporter entity or somthing.
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09-14-2005
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Experienced Builder
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Join Date: Apr 2005
Posts: 381
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Then there was that bug where pirates came out and they [snip]
Don't be so stupid.
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