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I have a problem with b_defaultskills (running ETpro 2.0.7 on a LMS server with b_defaultskills 4 4 4 4 4 4 4).
After the first round of each new map all skills reset to 0 again. So: when the rounds/map is larger then 2, after the first round the skills are gone. I found out that doing a /ref matchreset gives the players all lvl 4 skills again.
Apparently there is a difference in how ET loads the next round of a LMS map and how a matchreset works.
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WASHINGTON MEDICAL MARIJUANA
After the first round of each new map all skills reset to 0 again. So: when the rounds/map is larger then 2, after the first round the skills are gone. I found out that doing a /ref matchreset gives the players all lvl 4 skills again.
Apparently there is a difference in how ET loads the next round of a LMS map and how a matchreset works.
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WASHINGTON MEDICAL MARIJUANA
Last edited by Noobie on Sat Feb 26, 2011 5:17 pm, edited 1 time in total.
dont have time right now to go thru all the posts here, but here r some bugs in 2.0.7 that i found:
1: 1 panzer limit on server, i`m panzer, and go from server. other teammate chooses the panzer. and then i log in to the server, my stats r restored and i`m panzer again: so we have now 2 panzers, even the limit is set to 1...
2. i made the forcecvar on radar, no gras, but after that some clent wont connect... it takes time to connect for them, 999... but not for all clients, onli like 30 - 40 % of them
1: 1 panzer limit on server, i`m panzer, and go from server. other teammate chooses the panzer. and then i log in to the server, my stats r restored and i`m panzer again: so we have now 2 panzers, even the limit is set to 1...
2. i made the forcecvar on radar, no gras, but after that some clent wont connect... it takes time to connect for them, 999... but not for all clients, onli like 30 - 40 % of them
the server punts them, not giving the mod a chance to save the XP.SCDS_reyalP wrote:people who get disconnected download due to map change seem to have their XP reset. ETPro 2.0.7
workaround: dont use disconnected downloads
same thing will happen if a player is punted via punkbuster. the mod doesnt get a chance to save XP before the server kills them.
i may have some fix in the future...
I'm unsure if this is a bug, but it appears that in a SW 7v7 match with TWL settings if a team is locked while people are still readying up, the teamlock disappears once the round actually starts.
This happened to us (n4rc) during our SW league match vs KK where we locked teams at the beginning, but halfway through our defence one of them tried and succeeded in switching teams and went on to team kill us. On the next map we made sure we teamlocked, but once the round started he again almost immediately succeeded to joining our team and panzering us.
We then tested this out ourselves (of course after they threatened us to dispute the match on bad configs and try to force us to get kicked from the league and subsequently all left the server). I would like someone to try this on another server to verify that it is not just our server configs.
Thanks,
=N4Rc=Vraknor
This happened to us (n4rc) during our SW league match vs KK where we locked teams at the beginning, but halfway through our defence one of them tried and succeeded in switching teams and went on to team kill us. On the next map we made sure we teamlocked, but once the round started he again almost immediately succeeded to joining our team and panzering us.
We then tested this out ourselves (of course after they threatened us to dispute the match on bad configs and try to force us to get kicked from the league and subsequently all left the server). I would like someone to try this on another server to verify that it is not just our server configs.
Thanks,
=N4Rc=Vraknor
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why dont oyu keep the palyerss XP stored inot a file and update every time os it will always be therebani wrote:the server punts them, not giving the mod a chance to save the XP.SCDS_reyalP wrote:people who get disconnected download due to map change seem to have their XP reset. ETPro 2.0.7
workaround: dont use disconnected downloads
same thing will happen if a player is punted via punkbuster. the mod doesnt get a chance to save XP before the server kills them.
i may have some fix in the future...
<a href="http://bunnyherolabs.com/adopt/showpet. ... dQ=="><img src="http://petimage.bunnyherolabs.com/adopt ... Q0dQ==.png" width="80" height="100" border="0"></a>
team locks are not kept across warmup. this is the way etmain has always worked.Vraknor wrote:I'm unsure if this is a bug, but it appears that in a SW 7v7 match with TWL settings if a team is locked while people are still readying up, the teamlock disappears once the round actually starts.
This happened to us (n4rc) during our SW league match vs KK where we locked teams at the beginning, but halfway through our defence one of them tried and succeeded in switching teams and went on to team kill us. On the next map we made sure we teamlocked, but once the round started he again almost immediately succeeded to joining our team and panzering us.
We then tested this out ourselves (of course after they threatened us to dispute the match on bad configs and try to force us to get kicked from the league and subsequently all left the server). I would like someone to try this on another server to verify that it is not just our server configs.
Thanks,
=N4Rc=Vraknor
Again, apologies if this has been covered already......
It has come to my attention that if you prime a 'nade and hit (and hold) TAB that you can hold the 'nade in it's primed state until you release TAB (and one would hope if you were into that sort of thing +attack). Now, although you are static (and in a strange semi-crouch position) this can come in handy in an ambush especially if on comms. which I hope most etpro regulars are.
If you move whilst the scoreboard is up, the 'nade resumes it's ticking from where you paused it, but if you remain stationary you can hold it for as long as the score is showing.
Any chance of having a tinker with the old code for a subsequent release?
It has come to my attention that if you prime a 'nade and hit (and hold) TAB that you can hold the 'nade in it's primed state until you release TAB (and one would hope if you were into that sort of thing +attack). Now, although you are static (and in a strange semi-crouch position) this can come in handy in an ambush especially if on comms. which I hope most etpro regulars are.
If you move whilst the scoreboard is up, the 'nade resumes it's ticking from where you paused it, but if you remain stationary you can hold it for as long as the score is showing.
Any chance of having a tinker with the old code for a subsequent release?
i tried this and it didnt work. you end up throwing the nade and dying. you just dont hear the clicks while the scoreboard is up.Smokey wrote:It has come to my attention that if you prime a 'nade and hit (and hold) TAB that you can hold the 'nade in it's primed state until you release TAB (and one would hope if you were into that sort of thing +attack). Now, although you are static (and in a strange semi-crouch position) this can come in handy in an ambush especially if on comms. which I hope most etpro regulars are.
If you move whilst the scoreboard is up, the 'nade resumes it's ticking from where you paused it, but if you remain stationary you can hold it for as long as the score is showing.
I have two problem.
One problem is with team_maxPanzers, etc.
One game, team_maxPanzers was set "-1". Few players used Panzerfaust in that game.
Then map had changed, team_maxPanzers was set "0". But some players still used Panzerfaust, even though Panzerfaust was banned.
I think it is necessary to change ClientUserInfo.
Another one, sometimes a player spawn at SOL with SMG without classchanged.
I don't know it's cause. But sometimes happen.
One problem is with team_maxPanzers, etc.
One game, team_maxPanzers was set "-1". Few players used Panzerfaust in that game.
Then map had changed, team_maxPanzers was set "0". But some players still used Panzerfaust, even though Panzerfaust was banned.
I think it is necessary to change ClientUserInfo.
Another one, sometimes a player spawn at SOL with SMG without classchanged.
I don't know it's cause. But sometimes happen.
If an engineer disconnects from the server, his mines are removed too.
For example oasis: you place 10 mines before the old city gets capped. Allies takeover without hitting any mines.
Engineer has 0 mines to place at the guns area, so i can disconnect and say 'my ET crashed', reconnect and i can place 10 mines again.
Should be fixed imho =p
For example oasis: you place 10 mines before the old city gets capped. Allies takeover without hitting any mines.
Engineer has 0 mines to place at the guns area, so i can disconnect and say 'my ET crashed', reconnect and i can place 10 mines again.
Should be fixed imho =p