Page 1 of 1

[4f0850b] Frags are counted in a different order

PostPosted: Thu Feb 07, 2019 3:28 am
by Matt
EDIT: this fix gets the entire game mode working correctly again (the initial displays are still wonky but I think this is on my end). It seems to be an issue of when exactly a frag is counted versus the timing of the PlayerDied event?

[original post below, originally titled "EventHandler no longer resets correctly"]

I'm still trying to unpack this one, but:

1. HD latest release: ... -3.7.2b.7z

2. Run a game with the following:
Code: Select allExpand view
+map range +set hd_forceloadout lau,rkt5 -deathmatch +set teamplay true +set fraglimit 105 +set sv_cheats true +set sv_nomonsters true

3. Summon as many bots as are allowed.

4. Turn on god mode and kill opfor bots until the endgame message shows up.

5. Wait for the map to restart and repeat step 4.

Expected: In each of 4 and 5, the bots stop respawning after a certain number of casualties.

Actual: In step 5, you start out with a number of frags and no endgame sequence ever happens.

I'm still trying to see if I can "fix" this for the level refactor at which point I might have enough to figure out how to even start doing a standalone - I can't even tell at which point it's messing up.

Re: [4f0850b] EventHandler no longer resets correctly

PostPosted: Thu Feb 07, 2019 3:48 am
by Graf Zahl
To be honest, with that event handler class I do not even know where to start to look for what change may have caused this...

You know your code best so please try to narrow down the conditions that do not match the expected values.

Re: [4f0850b] Frags are counted in a different order

PostPosted: Thu Feb 07, 2019 4:47 pm
by Matt
I think this should be closed.

The more I think about the change in HD's code that fixed this the more I'm more confused at how the old code even ran without problems.

If whatever caused this to break was in fact a bug, it'll probably show up again elsewhere and hopefully in something that can actually be analyzed...