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RPG207 Engineer bugs  XML
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TheDruidXpawX

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Here's what I've noticed so far:
1) The timer for spawn cooldown doesn't always work.
2) Turrets can get negative health if all engineer skills are maxed out.
3) There appears to be a crash related to turrets (rolling back to DCMonsters103 didn't affect the problem that I could see. ) Critical: MonsterController CTF-BollwerkRuins-MLUTE101.MonsterController (Function SkaarjPack.MonsterController.FindNewEnemy:0065) Runaway loop detected (over 10000000 iterations)
4) I couldn't seem to destroy my own vehicles if I didn't want them around.
5) I think blocks have too much health.
6) The lightning sentinel wouldn't activate, and I actually got into it once.
7) The default vehicle awareness bar on sentinels and turrents sometimes goes all the way off the screen to the right.
Maybe blocks could do with physics like the AngelItemPhysics.

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BotFodder

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Blocks appear to have awareness bars and don't disappear when they're dead.

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Shantara

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9)Engineers can buy level 1 awareness.
10) Not exactly a bug- but distinguishing the two types of sentinels (e.g. Big Sentinel) would be helpful.

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Szlat

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BotFodder wrote:
Blocks appear to have awareness bars and don't disappear when they're dead. 
Do you mean when the block is dead, or when the engineer is dead?

Shantara wrote:
9)Engineers can buy level 1 awareness. 

I must admit I had glanced at the DruidAwareness class and thought it was limited to Adrenaline Masters and Weapons Masters. Actually, everyone can buy the first level, it is only the second level that is limited to those classes. Due to this misconception, I have done very little testing with both DruidAwareness and EngineerAwareness. However, I have done some, as I have a test character on a test system that is all four classes.

Shantara wrote:
10) Not exactly a bug - but distinguishing the two types of sentinels (e.g. Big Sentinel) would be helpful. 
Not sure where you mean? Is this the text under the icon? I thought that was what was in the ini file? I think by default I had called the small one "Lightning Sentinel", and left the other one as "Sentinel" - but you are right, a better name would help.
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TheDruidXpawX wrote:
Here's what I've noticed so far:
1) The timer for spawn cooldown doesn't always work.  
This is the timer next to the summoning icon? Does it sometimes not appear, or stop early?

TheDruidXpawX wrote:
2) Turrets can get negative health if all engineer skills are maxed out. 
I will test. I haven't noticed it. Perhaps an overflow from constructionhealthbunos being too high?

TheDruidXpawX wrote:
3) There appears to be a crash related to turrets (rolling back to DCMonsters103 didn't affect the problem that I could see. ) Critical: MonsterController CTF-BollwerkRuins-MLUTE101.MonsterController (Function SkaarjPack.MonsterController.FindNewEnemy:0065) Runaway loop detected (over 10000000 iterations) 
I will test and see if I can duplicate.

TheDruidXpawX wrote:
4) I couldn't seem to destroy my own vehicles if I didn't want them around. 
Do you want me to add 4 kill artifacts - one for each type of spawned thing?

TheDruidXpawX wrote:
5) I think blocks have too much health. 
OK. What health do you want for them?

TheDruidXpawX wrote:
6) The lightning sentinel wouldn't activate, and I actually got into it once. 
During testing, I am always using the lightning sentinel, and it always works fine. However, when I tested on DC it didn't seem to fire, and I couldn't charge the health up. So something funny is happening. I will keep tracking.

TheDruidXpawX wrote:
7) The default vehicle awareness bar on sentinels and turrents sometimes goes all the way off the screen to the right. 
That is presumably the engineerawareness bar. Haven't seen it yet. There is a problem with scaling due to the health initially being set low so the engineer has to charge it. I wonder if this problem would still occur if we spawned vehicles with full health? (configurable)

TheDruidXpawX wrote:
Maybe blocks could do with physics like the AngelItemPhysics. 
I will look and see. The blocks should not move at all - they should just spawn at the point under the trans where they can rest.

Thanks for your help listing and helping to track this down. Sorry for any crashes or problems. I will try to resolve them as quickly as I can.
Szlat

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Dru, the merge on the rpg.ini files didn't quite go right for the AbilityLoadedEngineer bit. The entries have gone back to an old format that include adrenaline but does not include NormalHealth or RecoveryPeriod.

That might be why we are getting problems with health bars and the spawn countdown timer.

version 1.15 of the rpg.ini file in cvs had:
Code:
SentinelConfigs=(FriendlyName="Lightning Sentinel",Sentinel=Class'DruidsRPGcvs.DruidLightningSentinel',Points=2,StartHealth=10,NormalHealth=300,RecoveryPeriod=40)
 SentinelConfigs=(FriendlyName="Sentinel",Sentinel=Class'DruidsRPGcvs.DruidSentinel',Points=5,StartHealth=50,NormalHealth=700,RecoveryPeriod=60)
 TurretConfigs=(FriendlyName="Minigun Turret",Turret=Class'UT2k4Assault.ASTurret_Minigun',Points=6,StartHealth=10,NormalHealth=500,RecoveryPeriod=60)
 TurretConfigs=(FriendlyName="Ball Turret",Turret=Class'DruidsRPGcvs.DruidBallTurret',Points=8,StartHealth=30,NormalHealth=600,RecoveryPeriod=70)
 TurretConfigs=(FriendlyName="Link Turret",Turret=Class'DruidsRPGcvs.DruidLinkTurret',Points=10,StartHealth=50,NormalHealth=700,RecoveryPeriod=80)
 vehicleConfigs=(FriendlyName="Scorpion",Vehicle=Class'Onslaught.ONSRV',Points=6,StartHealth=10,NormalHealth=300,RecoveryPeriod=40)
 vehicleConfigs=(FriendlyName="Manta",Vehicle=Class'Onslaught.ONSHoverBike',Points=10,StartHealth=10,NormalHealth=300,RecoveryPeriod=70)
 vehicleConfigs=(FriendlyName="Paladin",Vehicle=Class'OnslaughtBP.ONSShockTank',Points=12,StartHealth=50,NormalHealth=800,RecoveryPeriod=90)
 vehicleConfigs=(FriendlyName="Goliath",Vehicle=Class'Onslaught.ONSHoverTank',Points=15,StartHealth=100,NormalHealth=800,RecoveryPeriod=120)
 BuildingConfigs=(FriendlyName="Small Block",Building=Class'DruidsRPGcvs.DruidSmallBlock',Points=1,StartHealth=1000,NormalHealth=1000,RecoveryPeriod=5)
 BuildingConfigs=(FriendlyName="Block",Building=Class'DruidsRPGcvs.DruidBlock',Points=1,StartHealth=2000,NormalHealth=2000,RecoveryPeriod=10)
 
 

Note that you can also set the NormalHealth of the blocks here. Remember to change the cvs to 207 as well.
BotFodder

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Szlat wrote:

BotFodder wrote:
Blocks appear to have awareness bars and don't disappear when they're dead. 
Do you mean when the block is dead, or when the engineer is dead? 

When the block is dead.

Szlat wrote:
I must admit I had glanced at the DruidAwareness class and thought it was limited to Adrenaline Masters and Weapons Masters. Actually, everyone can buy the first level, it is only the second level that is limited to those classes. Due to this misconception, I have done very little testing with both DruidAwareness and EngineerAwareness. However, I have done some, as I have a test character on a test system that is all four classes. 

Hm. That's not supposed to be the case. I shall have to review the code when I can get CVS access again.

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Shantara

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Both sentinels display the name of "Sentinel" on screen.

The timer does not always appear- this may be object related (i.e., it will display for some objects but not others)- it needs further testing.

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Szlat

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Shantara wrote:
Both sentinels display the name of "Sentinel" on screen.

The timer does not always appear- this may be object related (i.e., it will display for some objects but not others)- it needs further testing. 
See the post up above about the rpg.ini config. Can we get this fixed asap, as it may be responsible for the sentinel problem, and some of the other problems.
Thanks
BotFodder

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BotFodder wrote:

Szlat wrote:
I must admit I had glanced at the DruidAwareness class and thought it was limited to Adrenaline Masters and Weapons Masters. Actually, everyone can buy the first level, it is only the second level that is limited to those classes. Due to this misconception, I have done very little testing with both DruidAwareness and EngineerAwareness. However, I have done some, as I have a test character on a test system that is all four classes. 

Hm. That's not supposed to be the case. I shall have to review the code when I can get CVS access again. 

Fixed in CVS but there's nothing in place (aside from some logging when it's encountered) to "unbuy" it for those who have purchased it.

I forgot an if statement, or when I originally put the class limitations in I assumed said if statement was handled by one of the Supers.

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TheDruidXpawX

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Sorry, the CVS fu is my fault. I had to perform a tricky 3 way merge and apparently missed some key items.

As you notice them, please fix them and check them into CVS. I'll refresh the head of the master RPG file with the one from cvs...


Sorry, sorry... my bad.

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TheDruidXpawX wrote:
Sorry, the CVS fu is my fault. I had to perform a tricky 3 way merge and apparently missed some key items. 

I'm not sure to what you're referring - the things I've been fixing are errors I'm mostly certain were always in the code I wrote (IE, all my fault, in spite of my desire to put the comment in somewhere "// It's not Bot's fault").

But if you did do something bad ... um ... Bad Dru! No cookie!

Is the server still using both 206 and 207 at the same time? I noticed that both were downloaded simultaneously, and earlier tonight I took 206 out of my cache - but it downloaded again. Is this by design and I just missed a note?

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TheDruidXpawX

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The CVS fu is in reference to Szlat. I messed some things up.

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TheDruidXpawX

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I'll figure out the 206 thing...

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The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
Szlat

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Fixes in cvs:
  • Added kill summoned buildings/sentinels/vehicles/turrets artifacts to Engineers.
  • A number of classes updated to remove None errors logged
  • Block changed to be part of a team, so mine layer doesn't target. Awareness skills updated accordingly so don't display bars for them.
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