-There's a specific, albeit quite random icon that clanless stats display all over the place: in the Stats page, in Shoutbox chat, in map feedback panel and some other places ingame. Looks like the game doesn't know there's people w/o tags so it just grabs the last one it found, something like that.
I vaguely remember this happening before already; didn't I fix that?
What happened? Does anyone know when this started (again)?
-Auth problem probably means that certain players cannot authenticate. For some, changing that 25 port to something else might be a solution.
If that's what he means, DJ/Groent needs contacting, and in return they may need to tell me what (if) they need changed from my side.
-He prolly means that mute/kick is not persistent if players reconnect, getting new clientID.
Reconnected players don't receive a new clientid, and mutes/kicks are stored (since a long time already).
A way around it is, obviously, reconnecting with a different IP or account.
So is that meant then?
-[...]something along the lines of "disallow multiple clients of the same machine, install, account AND IP". Meaning that you should not be able to connect with more clients, to spy on the enemy, to influence votes etc.
I vaguely remember coding something for that concerning multiple voters.
I might take a look in general, but I'm uncertain if restricting it completely is worth the cost.
He probably means having some sort of a list that refs can open and see what other players have reported with something like /report player_name reason.
Is /report an actual thing? Because it's certainly not an XR addition, which would imply it's handled via python server scripts made by server admins themselves. And that, in return, means I can't improve upon that feature.
So please tell me more.
And if server admins want it shipped as an official XR patch, inform me about it.
Unless you're just saying it would be nice IF such a thing existed, in which case I may consider it.
If you're on a 3 or 4 team map and call a shuffle vote it might be get stuck when you have teams * n + (teams - 2) players, because it cannot figure out how many players each team should have or something like that
Something like 4 players on 3 teams is 2 players each and 1 team with 1 player
It results in a infinite loop of shuffling players... 100% cpu usage and killing of the proces will get the server back
I rather have it segfault and restart
Got it, I'll take a look.
I think consistently but I will check on that.
The more concrete information I receive, the more likely I can reproduce it, test it, track it down, and ultimately fix it.
It sounds like an annoying bug.
I can't promise much, as dynamic objects was Mohican's baby.
I'll keep it in mind in case I run out of other tasks to complete.
All "refset team 2" turn into "refset team 1" in the object file. I'm not exactly sure at what point this change happens, but I suspect it's when you load a map in the editor. If you place a team 2 building (can be anything, arcana for example) and save the map, it stays a team 2 building. But when you edit the map again later, it's ownership has turned to team 1.
That is certainly annoying, but the Editor is old and outdated in general.
I've barely ever touched it, so we'll see what can be done.
Original version of the map on devworld had perfect dynamic sound effects.
!exec target client "spawneffect _oxygensound_ #gs_object_posx# #gs_object_posy# #gs_object_posz#"
that works on devworld but does not work on Groentjuh's Kingdom server
If that one gets fixed, map-makers could play custom sound effects in situations that calls for them. This would make all kinds of different gameplay features possible, not just underwater effects.
That's because the "spawneffect" command is client-side only; effects are entirely client-side and servers neither have the commands nor even run any effects. It's not the server's fault and is completely unrelated to Groentjuh's Kingdom - this will be the same on every server.
Sounds like a worthwhile request, but do be aware that it's not a small task since this isn't a bug in the first place - it's an entirely new feature.
Different color/texture variations dynamic objects. I'm specifically thinking about the boulders, which only come in a mossy texture.
Are you up for it, Daemon?
And you're wrong. I was checking human_fluxgun.object and it says:
"objSet staminaDrain 0.000000"
Trig, that objSet manages the RABID effect.
S2Games' atrocious naming sense has fooled you.
Either they wanted it to be a drain and never finished it, or they could have benefitted from a dictionary or two.
You'll notice a lot of inconsistencies in S2's naming sense, like beast_immolate (for Sacrifice), beast_medic (for Shaman), beast_fire_trap (for Fire Ward), beast_protect (for Storm Shield), beast_vampire (for Carnivorous) JUST to name a few.
This includes properties and cvars as well, if you were to go looking for them.
I haven't renamed it to something more appropriate because it would be a huge hassle to make sure every .object file is adjusted accordingly (if I forget something, it breaks) and then also ensure that certain names are not hardcoded as well.
Also, it's called staminaDrain in states as well, but has the same NOT draining effect.
...oh and, you know, the fact that it's set to 0.0 means that it's not active.
same goes for repeater. Now you tell me all weapons have stamina regen disable which is simply wrong in my eyes. And this is exactly why it's a bug
EDIT: was checking server files, the .object files are 1:1 - it is NOT the staminadrain but something else that is buggy.
I actually mentioned this multiple times in the past, as this is a recurring mistake flux-haters make.
But the truth is, it's not a bug as it was coded intentionally.
Flux just is really annoying to fight against, so people keep finding new reasons to complain about it.
It's not a bugfix, it's a major rebalancing request.
Remove stamina interrupt from all weapons (or even attacks) is the first step.
* Merge forum and game authentication (it looks like auth comes to newerth anywhos, so one db which would allow account recovery would be sweet)
* TLS on the forum / login
That would be lovely! But totally out of my area of expertise. I'll add it to the list, maybe I'll feeling masochistic.
* There is a bug which has been around since the dawn of time where occasionally the spawn gui will freeze, and you cant see your load out, usually happens after requesting gold, so you change your load out but your screen stays with what you had before
This doesn't ring a bell, and I have been around since the dawn of time. :p
I'll try to reproduce it, but any additional information would be helpful.
they introduced this teleport system for beast/human to use which was a prolonged reloc. I thought it was a nice feature, however I dont think such a change would be made in this game.
I'm certain something of similar calibre could be added, but this may require a Rebalance discussion (and that tends to require a thread there, first) for the Newerth Council. I'm not for nor against this, currently.
-Make incinerator and chaos bolt more useful.
-Reduce ammo of flux.
-Change the positions of sac and fireward in tech slot to slow down sacs
-Reduce Health of groot tree
-Would still like to see something done about buffs, whether it be reducing the power of t1 buffs or slow down the buff refill.
As Daemon said, these things are beyond my scope to decide, so they will require Rebalancing posts.
And as he also said, it was stagnant for a long time because there weren't going to be any patches.
Now is exactly the time to get those discussed, considered, and even patched in.
-Add to steam, which leads me onto removing all copyrighted material from the game.
- Finish and implement the stat icons
that eXZeth has been working on. This should remove copyrighted image that are there.
Yes, Steam would be nice.
-Customisation for units(Although Daemon has already said no to this, still think it would be good idea for community mods)
Daemon didn't say no to community mods, he said that implementing a Custom Items Shop is not feasible due to certain issues.
There used to be one, until it had to be taken down due to uh...let's call it "politics".
-Maybe change the outdated title and server browser background with something new. Always like the animated ones, however you there should be an option to revert back the the old one.
Like into what?
-Maybe the map editor into savage, or give it a button to start the program
-There was a few new voice commands
that SOMA found in the files. Would like to see them implemented somewhere, especially "I'm in position"
I'll leave that up to Daemon's discretion, and stick around for assistance if need be.
- Any new props for map editor is always a big plus.
I agree, but someone has to actually make them first.
-There's an annoying bug that occurs on 4 team maps. When a team is about to lose they will call a concede vote, if that teams dies before the concede has had time to finish it will carry over to the next team causing them to lose. This is if the vote was going to pass.
Haha, that's funny. Seems like the 3/4 team feature has plenty of issues in general.
-Would like to see 32x32 maps fixed.
What's actually broken?
-Fix collision boxes on most props, a player being able to hide in rocks just seems broken.
I thought Daemon already fixed many/all props, which ones aren't?
-Behe swing animation not showing.
I can take another look, but it seemed too random to test.
-When on the team selection page, a bug happens where the play button seems to stop working, so you need to click menu for the game to actually play.
When and how does this happen?
With regards to votes, the following suggestions:
/callvote lastmap for stonerflashbacks
For the ones too lazy to type /callvote restartmatch or call the same map again?
Other than that, further RPG elements would maybe keep newcomers around for longer.