[Opentnl-general] TNLtest is bugged
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From: matt <ope...@ho...> - 2004-08-09 07:11:54
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Hi, There are a couple issues with the 1.4.0RC4 build for windows. I'm running XP and using the .NET compiler (2002, version 7.0.9466). The problems I'm seeing are from comparing the current version of TNLtest to the version in release 1.1.2. 1) The buildings are not sent to the client machines. When the buildings are generated there is no way to mark them as always in local scope, like in version 1.1.2; and they never get ghosted on the clients. The clients are always running around without knowledge of the building existing. 2) The client times out after 50 seconds of inactivity. Both the host and client are sending activity pings to each other, but the ping packets are getting thrown out in the "NetConnection::readPacketHeader" function. It happens at "pstream->decryptAndCheckHash", the packet is too short and gets rejected by this function. Later in the 'readPacketHeader' function though, there is a check if the packet type is a ping packet (line 464) and it calls sendAckPacket in response. This will never get called for a ping packet. 3) The client only receives updates of the AI positions when the client player is moving. As soon as the player stops, the AI updates stop as well. And the client's AI players remain wherever their last moved stopped them. It seemed that the server's client ghost was detecting the AI players in its scope, but not sending those AI movements to the client. And lastly, there is a bug in the VC compiler that prevents Zap from building. The 'ProjectileInfo' structure contains the 'Color' struct witch is non-aggregate, and the compiler freaks out. The projectile structure is aggregate, so there should really be no issues (MS bug), but it still doesn't compile. Are these bugs currently known or fixed? If so can you tell me how to get these items resolved? I'm working on a project with similar functionality to TNLtest and would appreciate it. Regards, Matt |