[quake3-bugzilla] [Bug 5740] New: Unfixed bugs in game/cgame code
bugzilla-daemon at icculus.org
bugzilla-daemon at icculus.org
Sat Sep 1 06:34:42 EDT 2012
https://bugzilla.icculus.org/show_bug.cgi?id=5740
Summary: Unfixed bugs in game/cgame code
Product: ioquake3
Version: unspecified
Platform: PC
OS/Version: All
Status: NEW
Severity: normal
Priority: P3
Component: Misc
AssignedTo: zakk at icculus.org
ReportedBy: kuehnhammertobias at gmx.at
QAContact: quake3-bugzilla at icculus.org
Hi,
After researching the ioquake3 code I found 3 more bugs, unfortunatly this
time I didn't find an appropriate fix.
1. Bug:
The Team Overlay doesn't work as it should. At least if I understand the
function "CG_DrawTeamoverlay" correctly.
- Following Spectators didn't get the right values of the client who will be
followed. Sometimes the following Spectator will receive an "Unknown"
location, sometimes the values will not be updated and shows the last
location.
- I'm not sure if it was the intension that spectators will receive updated
values of the followed player at all. If this isn't the case, than it is not
right that the spectator will have a team overlay of the team he joined last.
Although I think it make sense that a following spectator has information
about every client he follows no matter what team the client belongs to.
2. Bug:
- If someone accidently set the cvar g_warmup to "0" and the cvar g_dowarmup
to "1", the game will stuck with a "Connection Interrupted" message, when the
match restarts after the timelimit or fraglimit is hit. If you did set these
values accidently, than it's really hard to know why the game won't work
any longer.
A possible solution might be to set a minimum warmup time of 6 (= counter
drawing) if g_dowarmup is "1".
3. Bug:
- This bug is more complicated than the others. In TeamArena if you start a
match with g_teamautojoin then bots/humans didn't join the correct team. (Odd
number of bots = red human, even number of bots = blue human). You might test
different amounts of bots to understand the bug.
Anyways, this bug has a side effect. If bots change teams because of
g_teamautojoin, than they will "player_die" and respawn on the other team.
This causes them to produce skulls in gametype_7 Harvester. This bug sounds
minimal, but be aware that this bug gives one team a benefit over the other
team. Sometimes, depending on how many bots/players changed teams, there will
be many skulls in the center of a map. This explains why sometimes a player
rushes to base with a lot of skulls within a very short amount of time
although nobody was fragged.
Thanks,
Tobias Kuehnhammer
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