2.4.0 Tele Bug
- Mopar Madness
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2.4.0 Tele Bug
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.
Last edited by Mopar Madness on Wed Apr 04, 2012 10:59 am, edited 1 time in total.
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Re: 2.4.0 Tele Bug
I've noticed this too once to maybe three times a week.Mopar Madness wrote:Whenever going through teleporters near the edge of the teleporter at angles > about 45 degrees, tanks get stuck often.
- FiringSquad
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Re: 2.4.0 Tele Bug
Same here.
It feels like the inside corners of the teleporters are sticky.
It feels like the inside corners of the teleporters are sticky.
- ChaoticFangUp
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Re: 2.4.0 Tele Bug
Hallo!
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!
Cheers,
Fang.
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!
Cheers,
Fang.
Marshall... yes, I am!
Linux - Fedora 16 Power!
Linux - Fedora 16 Power!
Re: 2.4.0 Tele Bug
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.ChaoticFangUp wrote:Hallo!
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!
Cheers,
Fang.
- ChaoticFangUp
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Re: 2.4.0 Tele Bug
blast... I am talking about a Teleporter. Where did you get a mesh here??
Marshall... yes, I am!
Linux - Fedora 16 Power!
Linux - Fedora 16 Power!
Re: 2.4.0 Tele Bug
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.ChaoticFangUp wrote:blast... I am talking about a Teleporter. Where did you get a mesh here??
- ChaoticFangUp
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Re: 2.4.0 Tele Bug
Oh, i get it.
Btw, "Box" is a box. Not a mesh!
It happened for me for teleporting from ground to a box.
Cheers.
Btw, "Box" is a box. Not a mesh!
It happened for me for teleporting from ground to a box.
Cheers.
Marshall... yes, I am!
Linux - Fedora 16 Power!
Linux - Fedora 16 Power!
Re: 2.4.0 Tele Bug
No, it probably happened to a 'box' that you converted to a mesh by adding mesh attributes (like a texture).
- ChaoticFangUp
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Re: 2.4.0 Tele Bug
... 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.
box
name Box
position 20 20 20
rotation 0
end
Cheers, it was not.
Marshall... yes, I am!
Linux - Fedora 16 Power!
Linux - Fedora 16 Power!
Re: 2.4.0 Tele Bug
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.
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.
- ChaoticFangUp
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Re: 2.4.0 Tele Bug
Ok ok, I will not post anymore.
But I will not change anything, since -1 works just fine.
But I will not change anything, since -1 works just fine.
Marshall... yes, I am!
Linux - Fedora 16 Power!
Linux - Fedora 16 Power!
Re: 2.4.0 Tele Bug
No, I'd like if you would make an example map. If what is you're saying it true, that's a new issue.ChaoticFangUp wrote:Ok ok, I will not post anymore.
But I will not change anything, since -1 works just fine.
- Mopar Madness
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Re: 2.4.0 Tele Bug
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.
- ChaoticFangUp
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Re: 2.4.0 Tele Bug
Example Map?
Ok, sure!
Since I can make maps again (been unbanned, yay), I will do it when I get home!
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)
Ok, sure!
Since I can make maps again (been unbanned, yay), I will do it when I get home!
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)
Marshall... yes, I am!
Linux - Fedora 16 Power!
Linux - Fedora 16 Power!
Re: 2.4.0 Tele Bug
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.
- ChaoticFangUp
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Re: 2.4.0 Tele Bug
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.
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.
Marshall... yes, I am!
Linux - Fedora 16 Power!
Linux - Fedora 16 Power!
- Cobra_Fast
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Re: 2.4.0 Tele Bug
Just for reference, the ticket with a bit more information on the entire issue is there: http://sourceforge.net/tracker/?func=de ... tid=353248