Could you provide a gamelog and if possible a saved game? I can think of three possibilities: one is that it might be a visibility issue (basically the same thing that caused [#4093]), it could be an unrelated bug, or it's possible the pilot wasn't supposed to appear (died in ejection or something). The gamelog and saved game would allow me to figure this out much easier.
Here is the gamelog and the save game in the attachments, but curiously the save game didn't started the round from the downed mech, but one or two round before.
Edit:
But the game log record the game from start to finish.
Fixed in [r10793]. This bug was introduced with the changes that fixed [#4068]. Now, the client knows that it may receive Entity's that aren't seen and hence shouldn't be displayed. Turns out the code that updates visibility only fires at the start of the movement and deployment phases. So, the new Mechwarrior Entity hasn't had it's visibility status updated at the start of the physical phase, so it thinks it can't be seen and so the client doesn't display it.
I fixed this having the visibility update code be called at the start of all of the "map" phases (phases that display the board view).
Could you provide a gamelog and if possible a saved game? I can think of three possibilities: one is that it might be a visibility issue (basically the same thing that caused [#4093]), it could be an unrelated bug, or it's possible the pilot wasn't supposed to appear (died in ejection or something). The gamelog and saved game would allow me to figure this out much easier.
Related
Bugs:
#4093Here is the gamelog and the save game in the attachments, but curiously the save game didn't started the round from the downed mech, but one or two round before.
Edit:
But the game log record the game from start to finish.
Hope this help.
Last edit: anton1976id 2014-04-15
Did you have double blind on or off?
I have the double blind & no double blind messages on
Fixed in [r10793]. This bug was introduced with the changes that fixed [#4068]. Now, the client knows that it may receive Entity's that aren't seen and hence shouldn't be displayed. Turns out the code that updates visibility only fires at the start of the movement and deployment phases. So, the new Mechwarrior Entity hasn't had it's visibility status updated at the start of the physical phase, so it thinks it can't be seen and so the client doesn't display it.
I fixed this having the visibility update code be called at the start of all of the "map" phases (phases that display the board view).
Related
Bugs:
#4068Commit: [r10793]