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Altitude bug - aka "deadzones" [message #411106] Tue, 17 November 2009 05:41 Go to next message
Spoony is currently offline  Spoony
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I wonder if someone can fix the Mesa deadzones for me.

Quick summary: there's a bug whereby tanks on high ground can lose some of their effectiveness when they shoot targets lower down. the main thing i'm talking about is on mesa, although it affects hourglass too.

for example, a tank on the mesa bridge only does partial damage to tanks on ground level, doesn't do splash to infantry, and has trouble attacking buildings.

i'm told this will be fixed in scripts 4.0 and the TT patch, although i'd like a fix for it now for use in the clanwars league. i have a theory that the balance of Mesa will be improved if the bug is fixed, and i'd rather not wait.

there are three cases on Mesa where it happens:
- tanks on the bridge
- a gdi tank on the side path shooting the refinery/airstrip/turret
- a grenadier/rocket soldier trying to shoot the airstrip ramp

it also happens on hourglass, although that isn't played in clanwars so i don't immediately care about that. i would greatly appreciate if someone could fix mesa for me, though.

thanks


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Re: Altitude bug - aka "deadzones" [message #411113 is a reply to message #411106] Tue, 17 November 2009 06:25 Go to previous messageGo to next message
reborn is currently offline  reborn
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So, is this something wrong with the map or what? Seems really weird to me o.0
Do you have any information about the fix TT plans to create for this, or any detailed/specific information regarding to the cause of this?



Re: Altitude bug - aka "deadzones" [message #411115 is a reply to message #411106] Tue, 17 November 2009 06:52 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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http://www.renegadeforums.com/index.php?t=msg&th=35197&unread=1&rid= 4882#msg_411111

You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
Re: Altitude bug - aka "deadzones" [message #411242 is a reply to message #411106] Wed, 18 November 2009 02:05 Go to previous messageGo to next message
reborn is currently offline  reborn
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Thanks for the link Goztow.

Spoony, it seems clear to me that this fix is beyond the scope of what I am capable of. I doubt very much that you will see this fix before TT is released. I wish I could help, but unfortunately I cannot.



Re: Altitude bug - aka "deadzones" [message #411276 is a reply to message #411242] Wed, 18 November 2009 08:20 Go to previous messageGo to next message
Spoony is currently offline  Spoony
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yeah, it's a tall order.

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Re: Altitude bug - aka "deadzones" [message #411284 is a reply to message #411106] Wed, 18 November 2009 09:20 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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I could fix it in about 5 minutes, but you would have to make every player download a new copy of the map for it to work... not really very practical.

(Just to clarify before anyone asks, when I say 'fix', what I mean is 'plonk a bloody big invisible box around the map to make the bounds bigger' Razz )


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[Updated on: Wed, 18 November 2009 09:22]

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Re: Altitude bug - aka "deadzones" [message #411297 is a reply to message #411106] Wed, 18 November 2009 10:27 Go to previous messageGo to next message
Hex is currently offline  Hex
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Guess you could use the OBBoxClass and check the pos and just score/damage etc based on that, it would be a lot of hassle though and you could only really use it for vehicles

goztow wrote on Tue, 11 May 2010 08:00

If we had to ban all who ever cheated or ever created a cheat (obj3cts and such) then I don't think there would be many members left here (sad fact).


reborn wrote on Fri, 29 January 2010 23:37

std is for pro's. Razz
Re: Altitude bug - aka "deadzones" [message #411302 is a reply to message #411284] Wed, 18 November 2009 10:56 Go to previous messageGo to next message
Spoony is currently offline  Spoony
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danpaul88 wrote on Wed, 18 November 2009 10:20

I could fix it in about 5 minutes, but you would have to make every player download a new copy of the map for it to work... not really very practical.

No problem. We're just talking about the clanwars league here, remember. I can get the players to download the map.


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Re: Altitude bug - aka "deadzones" [message #411314 is a reply to message #411106] Wed, 18 November 2009 12:34 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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OK, then try this. It's an exact copy of the Mesa level (from the Westwood FTP .lvl files) with a giant invisible box added around the entire map. In theory it should fix any aiming problems, seems to work OK in APB and AR.

I don't know the exact spots to replicate the problems in so you might want to get a few people together and confirm it does indeed fix it before you ask everyone to download it.


SEE NEW DOWNLOAD A FEW POSTS DOWN


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[Updated on: Thu, 19 November 2009 10:25]

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Re: Altitude bug - aka "deadzones" [message #411318 is a reply to message #411314] Wed, 18 November 2009 12:45 Go to previous messageGo to next message
Spoony is currently offline  Spoony
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we just spawn in the middle of nowhere with no map in sight...

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Re: Altitude bug - aka "deadzones" [message #411319 is a reply to message #411106] Wed, 18 November 2009 12:48 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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You didn't delete the original mesa file did you? You need both of them on both the FDS and the client as the terrain is contained within the original.

I tested the .mix file and it seemed to work OK on my 3.4.4 copy of Renegade.


EDIT: I only tested it on LAN, perhaps it works differently in LAN and FDS modes? If so I will have to figure out why it's not loading it correctly in the FDS...


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[Updated on: Wed, 18 November 2009 12:56]

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Re: Altitude bug - aka "deadzones" [message #411323 is a reply to message #411319] Wed, 18 November 2009 13:14 Go to previous messageGo to next message
Spoony is currently offline  Spoony
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oh right, i was just hosting my own server, not an FDS.

so let me get this straight.

the server needs to contain both mesa and mesa2, and the map in the rotation should be mesa2, and all players need both mesa and mesa2?


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Re: Altitude bug - aka "deadzones" [message #411324 is a reply to message #411106] Wed, 18 November 2009 13:15 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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Yes, thats correct. My map only contains the additional invisible box mesh and the level data, the original map contains the terrain data etc which is required for mine to work.

If it still doesnt work let me know and I will look into it sometime.


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[Updated on: Wed, 18 November 2009 13:17]

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Re: Altitude bug - aka "deadzones" [message #411405 is a reply to message #411324] Thu, 19 November 2009 04:30 Go to previous messageGo to next message
Spoony is currently offline  Spoony
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ok, i'm with you now.

we tested it and it's great - all the deadzones are fixed, many thanks.

big problem though... none of the base defences work at all :/

(also minor problem although it is bearable - a gunner on the side can't hit the turret next to the obelisk. don't worry about that too much)


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Re: Altitude bug - aka "deadzones" [message #411406 is a reply to message #411106] Thu, 19 November 2009 04:40 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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I am at university for the next few hours, but could you quickly confirm whether the AGT / Obelisk are destroyable? If they do it's probably just a matter of copying the scripts.dll into the leveledit folder and re-exporting, I forgot I was not using jonwils modified LE build.

Was that gunner thing present in the original Mesa map? If so it's probably not something I can fix easily.


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[Updated on: Thu, 19 November 2009 04:41]

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Re: Altitude bug - aka "deadzones" [message #411407 is a reply to message #411406] Thu, 19 November 2009 04:58 Go to previous messageGo to next message
Spoony is currently offline  Spoony
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agt and ob are destroyable.

i don't remember if the gunner thing was there in the original. don't worry about it, makes no difference.


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Re: Altitude bug - aka "deadzones" [message #411408 is a reply to message #411106] Thu, 19 November 2009 05:09 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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OK, well I should be able to fix the AGT / Obelisk thing as soon as I get home this afternoon and upload a fixed copy for you if the problem is what I think it is.

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Re: Altitude bug - aka "deadzones" [message #411416 is a reply to message #411106] Thu, 19 November 2009 05:32 Go to previous messageGo to next message
reborn is currently offline  reborn
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I remember once I forgot to add the scripts inside the level edit directory, however, the scripts where still listed as attached to the objects.
If the scripts didn't attach properly, then surely they would not of atatched properly to all objects? Meaning that loads of stuff wouldn't work correctly...
I hope I'm wrong, and I'm kinda butting my nose in really, but it would surprise me if it was just a case of making sure the scripts.dll file was in the directory and re-exporting it all (unless you accidently removed the scripts from the obejct or something?).



Re: Altitude bug - aka "deadzones" [message #411422 is a reply to message #411406] Thu, 19 November 2009 07:29 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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danpaul88 wrote on Thu, 19 November 2009 11:40

If they do it's probably just a matter of copying the scripts.dll into the leveledit folder and re-exporting, I forgot I was not using jonwils modified LE build.


As I said before Razz


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Re: Altitude bug - aka "deadzones" [message #411443 is a reply to message #411106] Thu, 19 November 2009 10:25 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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OK, fixed the defences now, updated file attached;
  • Attachment: C&C_Mesa2.zip
    (Size: 527.40KB, Downloaded 612 times)


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Re: Altitude bug - aka "deadzones" [message #411474 is a reply to message #411443] Thu, 19 November 2009 14:17 Go to previous messageGo to next message
Spoony is currently offline  Spoony
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That's great, thanks dude.

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Re: Altitude bug - aka "deadzones" [message #411494 is a reply to message #411106] Thu, 19 November 2009 16:12 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
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will someone with the modified Mesa map be able to play mesa on a public server running the unmodified map?

liquidv2
Re: Altitude bug - aka "deadzones" [message #411496 is a reply to message #411494] Thu, 19 November 2009 17:04 Go to previous messageGo to next message
Spoony is currently offline  Spoony
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i think so. if the server is set to Mesa instead of Mesa2, then the player having Mesa2 in his data folder shouldn't make any difference.

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Re: Altitude bug - aka "deadzones" [message #411504 is a reply to message #411106] Thu, 19 November 2009 18:11 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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Yes, Mesa and Mesa2 are seperate maps, so they both work fine. You can play Mesa on public servers (but the deadzones will still be there) and you can also play Mesa2 on CW servers (with the deadzones fixed). I deliberatly named my modified version Mesa2 so you don't have to keep swapping the maps backwards and forwards and trying to remember which one you have installed at any given time.

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Re: Altitude bug - aka "deadzones" [message #411512 is a reply to message #411106] Thu, 19 November 2009 20:55 Go to previous messageGo to previous message
liquidv2 is currently offline  liquidv2
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that is awesome, and i'll be trying that out

i know the guys at cw.cc will appreciate it for sure

thanks danpaul Razz


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