Known ETPro 3.0.0 bugs

Discussion for any ET/ETPro/BayonET bugs or cheats you find...

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bani
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Known ETPro 3.0.0 bugs

Post by bani »

  • Demo playback crashes. :curse: - fixed in 3.0.1
  • Group disconnects on large servers
    • workaround: disable level 4 field ops, eg b_levels_fieldops "20 90 140" - fixed in 3.0.1
  • /ready lights are sometimes broken - fixed in 3.0.1
  • refs can grant shoutcast access to players (only spectators should be able to have shoutcast) - fixed in 3.0.1
  • g_antilag setting is inverted - fixed in 3.0.1
  • linux client crashes - fixed in 3.0.1
  • specinvited spectators hear announcement for the opposite team - fixed in 3.0.1
  • lag issues with high ping players - in testing
  • weaponswitch / reload issues - in testing
  • anticheat false positives - in testing
  • players randomly muted (a bug with damagexp mode) - fixed in 3.0.1
Last edited by bani on Sun Apr 11, 2004 10:02 pm, edited 10 times in total.
sztanpet
Posts: 5
Joined: Sun Jan 18, 2004 1:21 am

bug

Post by sztanpet »

i dont know if this is a bug or not, but since i installed the new etpro, i just cant use my custom campaign, it says it cant find it
(i have found a solution for this, i put the my costum.campaign in the etmapcycle.pk3 and it works now)

if you are spectating somebody from your team, and he switches teams while you are watching him, then you can see the oponent teams landmines and everything until respawn
Last edited by sztanpet on Mon Mar 22, 2004 1:48 pm, edited 1 time in total.
sztanpet
Posts: 5
Joined: Sun Jan 18, 2004 1:21 am

bug

Post by sztanpet »

oh yeah, and the server quits regurarly and i dont know why, i will switch on console logging and send you it when it happens (i think the campaign is to fault)
Bedrock
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Joined: Wed Sep 17, 2003 3:56 am

Post by Bedrock »

Oops, it's late.. and I didn't check these forums before I posted. well here it is..


http://bani.anime.net/banimod/forums/vi ... php?t=3052
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Fenris
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Post by Fenris »

Don't know if this is really a bug or just something I've overlooked, but does anyone have any idea why I now tend to get "connection interrupted" every time the "Fight" voice/sound is heard at match start ?
At least it shouldn't be poor connection I hope, as I'm on a 10 mbits link, so is the server and my average ping is 7.
Bane
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Post by Bane »

Not entirely certain if this is a bug or a cvar I've overlooked, but the adjusted maps aren't adjusted (seawall and feuldump)

~Bane
DarkangelUK
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Post by DarkangelUK »

I think you need to use this for extra map stuff..

set b_mapscriptdirectory "etpromapscripts"
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=FF=im2good4u
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Post by =FF=im2good4u »

yes or put the etpromapscripts in osme other dir aslong as you set b_mapscriptderectory to the good dir

but how about the known bug that the anti lagg got broken
0neBuddy
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Joined: Sun Mar 07, 2004 7:55 am

Post by 0neBuddy »

hey bani, new bug:

-------- UNRECOVERABLE ERROR --------
This may be due to a bug in etpro
Information to be used in a bug report is being generated:
------------- CUT HERE --------------
Version: etproReason: [MSG_ReadByte: illegible message]
debugBuffer
[CA4AKf++EmsUAD0GfBO3DQC7-ggVmQkAcP8LE8AKAGj-1hKCD7QTALYABRPzDgDFANISQgNZAAeEBGAVBAcAAQATA6MTkxM]
------------- CUT HERE --------------

> first was kicked axis team, then allies team!
sry 4 my bad 3nglish language ;)
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=FF=im2good4u
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Post by =FF=im2good4u »

oke anylag wasnt a bug .. you just nned to set it to 0 to enable or 1 to disable
*BiO*Tron
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Post by *BiO*Tron »

=FF=im2weak4u wrote:oke anylag wasnt a bug .. you just nned to set it to 0 to enable or 1 to disable
0 to enable and 1 to disable... :?:
Ottar
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Joined: Sun Mar 21, 2004 7:21 am

Post by Ottar »

Fenris wrote:Don't know if this is really a bug or just something I've overlooked, but does anyone have any idea why I now tend to get "connection interrupted" every time the "Fight" voice/sound is heard at match start ?
At least it shouldn't be poor connection I hope, as I'm on a 10 mbits link, so is the server and my average ping is 7.

Same problem here. Few 3-10 sec "connection interrupted" during game and during "fight" command...
ulissesnelson
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Post by ulissesnelson »

ya same were ,all set rigth and when says figth ,theres a 2 secs lag
i found this on the beta version but a though was just a issue of the beta :/

some times 56 k player that are ok on the game before start sudden they get lock on 999 becouse that sample lag lol
Mygamesplayer ET Amin!
tneliS
Posts: 1
Joined: Sun Mar 21, 2004 9:08 am
Location: Hungary

Post by tneliS »

i not logged so, i copyed the text from the picture ... :)

------------- CUT HERE -------------
Version: etproReason: [MSG:ReadByte: illegible message]
debugBuffer [CBYGVwM0AwEIGAPhAQUAZASK-2sQBrwEHvsBBoUGVAIBBmUGUAIBAH4Bh
f9RDVQeBr3+u-gBBj0ABf0BABwEhv8qDqh4BHj7AAChBAAArxQBcwPuAlMLASf8
zqZpBQGq+00CQg5AKkAiQCZAA]
------------- CUT HERE -------------

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tr4!t0r
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Missing values on getStatus.

Post by tr4!t0r »

Hi,

I'm not quite sure, but I think there is another screwup with version 3.0.0:
On our website, we are using a serverscanner-tool to see who is on the server. Anyways, since we newly swapped to ETpro 3.0.0 it shows ALL players in spectator mode.
I'm getting the serverdata with this php-command:

Code: Select all

fwrite($fp,"ÿÿÿÿgetstatus\x00");
It seems that there are 2 variables missing in the returned values:

Code: Select all

Players_Allies
Players_Axis
On etmain + shrub I get the playerslot, assigned to the team the player is in. Note: It worked before ETpro 3.0.0. :shock:
Additionally, HLSW has the same problem. It can't split the players into the teams because of the missing data.
I hope, you can fix this with the next update of ETpro!
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