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2.4.0 Tele Bug

Posted: Wed Apr 04, 2012 2:19 am
by Mopar Madness
Whenever going through teleporters near the edge of the teleporter at angles > about 45 degrees, tanks get stuck often. This may seem like not a very big thing to the devs, so what, a minor inconvenience for most, maybe cause one BS death per month of playing or so, but in GU League play, this is a relatively big problem that shows up as much as 4 or 5 times per 30 minute match and can and occasionally does affect the outcomes of the matches. I first noticed the glitch on the HiX map in the corner teleporters, I don't play other maps enough to know if it affects others. I use Windows 7 64-bit copy of 2.4.0 and the problem happens on all servers in the GU league, which run either 2.4.0 or 2.4.1 Linux version or 2.4.1 Solaris version. The problem was not found in 2.0.8-2.0.16.

Re: 2.4.0 Tele Bug

Posted: Wed Apr 04, 2012 10:12 am
by dereliction of duty
Mopar Madness wrote:Whenever going through teleporters near the edge of the teleporter at angles > about 45 degrees, tanks get stuck often.
I've noticed this too once to maybe three times a week.

Re: 2.4.0 Tele Bug

Posted: Thu Apr 05, 2012 11:41 am
by FiringSquad
Same here.
It feels like the inside corners of the teleporters are sticky.

Re: 2.4.0 Tele Bug

Posted: Fri Apr 06, 2012 11:52 am
by ChaoticFangUp
Hallo! :D

I want to say a suggestion here.
This happened on my maps a while ago, but I fixed it.

The teleports on gound or on a block are "0" high, or just a top of a block (deppends how tall it is).
If the Map owner could make them on "-1", I think it would be better that way.
Lets just try, worked for me! :D

Cheers,
Fang.

Re: 2.4.0 Tele Bug

Posted: Fri Apr 06, 2012 1:51 pm
by blast
ChaoticFangUp wrote:Hallo! :D

I want to say a suggestion here.
This happened on my maps a while ago, but I fixed it.

The teleports on gound or on a block are "0" high, or just a top of a block (deppends how tall it is).
If the Map owner could make them on "-1", I think it would be better that way.
Lets just try, worked for me! :D

Cheers,
Fang.
You are referring to the issue with teleporters on mesh objects, which is unrelated to the issue here. The problem they are describing happens on non-mesh works, such as HiX.

Re: 2.4.0 Tele Bug

Posted: Wed Apr 11, 2012 11:03 am
by ChaoticFangUp
blast... I am talking about a Teleporter. Where did you get a mesh here??

Re: 2.4.0 Tele Bug

Posted: Wed Apr 11, 2012 11:07 am
by blast
ChaoticFangUp wrote:blast... I am talking about a Teleporter. Where did you get a mesh here??
Because the issue you are talking about occurs when one of the teleporters is located on a mesh object (mesh, meshbox, etc). Perhaps you don't even understand what you are talking about.

Re: 2.4.0 Tele Bug

Posted: Wed Apr 11, 2012 11:10 am
by ChaoticFangUp
Oh, i get it.

Btw, "Box" is a box. Not a mesh! ;)
It happened for me for teleporting from ground to a box.

Cheers.

Re: 2.4.0 Tele Bug

Posted: Wed Apr 11, 2012 11:16 am
by blast
No, it probably happened to a 'box' that you converted to a mesh by adding mesh attributes (like a texture).

Re: 2.4.0 Tele Bug

Posted: Wed Apr 11, 2012 11:17 am
by ChaoticFangUp
... I am not am home now, but it looked something like this:

box
name Box
position 20 20 20
rotation 0
end

Cheers, it was not.

Re: 2.4.0 Tele Bug

Posted: Wed Apr 11, 2012 11:29 am
by blast
Then make an example map with a basic box that exhibits the issue, along with an example that fixes it.

As for the bug mentioned by the OP, this should be reported on our bug tracker at Sourceforge. This forum is only for informal bug discussion.

Re: 2.4.0 Tele Bug

Posted: Wed Apr 11, 2012 11:36 am
by ChaoticFangUp
Ok ok, I will not post anymore.
But I will not change anything, since -1 works just fine. :)

Re: 2.4.0 Tele Bug

Posted: Wed Apr 11, 2012 12:21 pm
by blast
ChaoticFangUp wrote:Ok ok, I will not post anymore.
But I will not change anything, since -1 works just fine. :)
No, I'd like if you would make an example map. If what is you're saying it true, that's a new issue.

Re: 2.4.0 Tele Bug

Posted: Thu Apr 12, 2012 1:19 am
by Mopar Madness
added it to SourceForge now, hope it's an easy fix, that glitch is about the most annoying one I've seen in 6 or 7 years of playing BZFlag.

Re: 2.4.0 Tele Bug

Posted: Fri Apr 13, 2012 12:26 pm
by ChaoticFangUp
Example Map?
Ok, sure!
Since I can make maps again (been unbanned, yay), I will do it when I get home! :D
No prob dude.
Ill tell the Server, Port and Name when it is done!

(Well, it requires two Teleporters and a Box, should not be hard, lol)

Re: 2.4.0 Tele Bug

Posted: Fri Apr 13, 2012 12:37 pm
by blast
I want a map, not a server. The actual BZW code is what is important. Being blocked from the list should not have impaired your ability to do that.

Re: 2.4.0 Tele Bug

Posted: Fri Apr 13, 2012 12:40 pm
by ChaoticFangUp
Well, i have everything saved at home, will do it whe I get back.
I just switch the high from -1 to 0 and send the whole .bzw to you or...?
I did not quite get you right now.

EDIT: Ah, you said BZW! Sorry. ;) Coming right up.

Re: 2.4.0 Tele Bug

Posted: Mon Apr 30, 2012 3:43 pm
by Cobra_Fast
Just for reference, the ticket with a bit more information on the entire issue is there: http://sourceforge.net/tracker/?func=de ... tid=353248