From: SourceForge.net <no...@so...> - 2005-10-03 01:08:49
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Bugs item #864861, was opened at 2003-12-23 08:22 Message generated for change (Comment added) made by brlcad You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=103248&aid=864861&group_id=3248 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: BZFS >Group: ideas >Status: Closed >Resolution: Fixed Priority: 7 Submitted By: Chris McCoy (bogusopus) Assigned to: Nobody/Anonymous (nobody) Summary: 1.10 tank spawn algorithm buggy Initial Comment: The algorithm that spawns tanks on the field is very buggy. Most of the time tanks will spawn very close to other tanks (1 or 2 tank-lengths apart). Sometimes, directly in front of or behind the other tank. Sometimes you are spawned very close to the tank that just killed you. In some instances you are spawned in the line of already fired shots, so there is no time/opportunity to avoid being hit. This is especially problematic on a high-number-of-shots server. Have tested with -sb and without, and it doesn't make a difference in the spawning algorithm pattern. Are running most recent CVS: 1.10.3.20031222-MAINTENANCE-linux-gnu -S...@bz... ---------------------------------------------------------------------- >Comment By: Sean Morrison (brlcad) Date: 2005-10-03 01:08 Message: Logged In: YES user_id=785737 This has been almost completely rewritten by several since this report was made. There have been many enhancements to the spawn algorithm including the addition of spawn zones. ---------------------------------------------------------------------- Comment By: Sean Morrison (brlcad) Date: 2004-01-16 16:53 Message: Logged In: YES user_id=785737 Marking this report as Later does not mean that the problem is any less important or that it won't get fixed. The importance of changing this behavior is quite understood and it's being worked on. This behavior cannot be fixed properly, though, without either breaking the network protocol or by making a lot of temporary changes in the server. Needless to say, I would not expect either to happen for the next patch release, 1.10.4 (within days now). This was known weeks ago, and still holds true. If you would like to make some sort of temporary fix, feel free to submit a patch. The problem of spawning in the air was a separate issue (and was a real bug, as opposed to just bad behavior) and should now be fixed. Helping resolve the other bugs preventing the next release is the best you can do to help this issue get resolved. The sooner we get the 1.10.x line stabilized, the sooner we'll be able to get started on 1.11, where the server-side spawning will be more properly fixed. ---------------------------------------------------------------------- Comment By: THE HOLY IRON SKILLET (this) Date: 2004-01-16 03:40 Message: Logged In: YES user_id=951198 The tank spawn code is more then buggy. Having teammates pop up in your line of fire while in the act of shooting is just plain silly. Not to mention the spawn on buildings is just as buggy. I can't count how many times the spawn on build missed the building to spawn me in mid air so I fall and land in the line of fire of an enemy tank. I'm hearing a whole lot of complaints about the bad spawns. This really needs to be fixed sooner then later. :( THE HOLY IRON SKILLET ---------------------------------------------------------------------- Comment By: Chris McCoy (bogusopus) Date: 2004-01-08 07:19 Message: Logged In: YES user_id=579269 No, not "Later". This is actually a serious issue. This deserves a higher priority. People on our server complain DAILY about how terrible the spawns are. ---------------------------------------------------------------------- Comment By: Chris McCoy (bogusopus) Date: 2003-12-30 08:21 Message: Logged In: YES user_id=579269 We tried using CVS with your additions, and the spawning is still noticably buggy. It's a little better, but unfortunately, not enough better. While there are still occasional problems with spawning in the line of already fired shots, the more common problem is spawning near the tank that just shot you, thus allowing you to shoot them (if you spawn behind), or them to shoot you again. It creates a die. spawn. die again, scenario. (using 1.10.3.20031228-MAINTENANCE-linux-gnu) ---------------------------------------------------------------------- Comment By: Dave Brosius (dbrosius) Date: 2003-12-27 07:54 Message: Logged In: YES user_id=66596 OK. 12/27/03 spawn improvement added to keep tanks from spawning 'too close' to an enemy tank. There still is no consideration for bullets. This is a server side fix, so if you are running a server you may want to consider upgrading to the latest code in cvs, if you can build your own. ---------------------------------------------------------------------- Comment By: Dave Brosius (dbrosius) Date: 2003-12-27 07:50 Message: Logged In: YES user_id=66596 OK. 12/27/03 spawn improvement added to keep tanks from spawning 'too close' to an enemy tank. There still is no consideration for bullets. This is a server side fix, so if you are running a server you may want to consider upgrading to the latest code in cvs, if you can build your own. ---------------------------------------------------------------------- Comment By: Dave Brosius (dbrosius) Date: 2003-12-23 15:53 Message: Logged In: YES user_id=66596 The spawn algorithm was changed from the client machine to the server machine. As the server doesn't maintain state regarding bullets, etc. It does a lousy job of picking a position. Currently it is just random. Eventually state will be added to the server, and the algorithm will be improved. This is a known issue. Sorry bout it. -sb is the only thing that can help alittle as sometimes you will be placed on buildings, which is less likely to be in the line of danger. Of course it depends on the layout of the world, whether this is really true or not. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=103248&aid=864861&group_id=3248 |