grenade bug needs to be fixed

Problems that don't fit in other categories.
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hi_leute_gll
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Re: grenade bug needs to be fixed

Post by hi_leute_gll » Mon Feb 12, 2018 2:18 pm

So, how many urgent points are on that list before this one here?
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Re: grenade bug needs to be fixed

Post by Soapy Sandwich » Tue Feb 27, 2018 1:53 pm

I agree that changing the physics of the game feels like a bad idea.
Unless we want to reset ranks on all grenade maps, which sounds like a worse idea.

Just curious, do demos and ghosts record key presses, cause then surely a physics change will break them too XD.

I say call it a feature and leave it in. There are interesting bugs in the game but I don't see any of them as game breaking.

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Re: grenade bug needs to be fixed

Post by hi_leute_gll » Sun Mar 11, 2018 9:47 pm

So this map isn't finishable since 7(!) weeks now. It really doesn't seem like heinrich cares about this at all.

Also after talking to other people I didn't hear a single argument for the "fix", except the Race-Servers. But well...why would you destroy gameplay mechanics for hundreds and thousands of DDrace-players, to fix a server which has almost no active players?
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Re: grenade bug needs to be fixed

Post by fokkonaut » Tue Mar 13, 2018 10:51 pm

gj

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Re: grenade bug needs to be fixed

Post by heinrich5991 » Sat Mar 24, 2018 2:20 pm

hi_leute_gll wrote:
Sun Mar 11, 2018 9:47 pm
So this map isn't finishable since 7(!) weeks now. It really doesn't seem like heinrich cares about this at all.
I do care about this, but in retrospect it looks like it wasn't a priority.
hi_leute_gll wrote:
Sun Mar 11, 2018 9:47 pm
Also after talking to other people I didn't hear a single argument for the "fix", except the Race-Servers. But well...why would you destroy gameplay mechanics for hundreds and thousands of DDrace-players, to fix a server which has almost no active players?
Could you test whether #1091 fixes the problem? You need to be on the exact Binary map, with no changes. I can provide you with compiled executables if you tell me which operating system you're on.

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Re: grenade bug needs to be fixed

Post by hi_leute_gll » Fri Mar 30, 2018 2:27 am

First of all, I understand your approach to create a general structure for different cases of bugs. Anyway, I wonder why you hard coded the map's name and hash. This basically means that every time someone wants to fix something (which is not related to this bug) he needs to ask a dev to change the code to make the map work again. Also if someone finds another bugged map it needs to go through the development-process to be added.

Besides that I think you are overdoing it. You basically make the code more complex to make a single map work. That alone should show you that something is going wrong here. I don't think that we now should start to alter the physics and then code additional physics for every map which brakes due to that. In long-term that would end in a big mess and inconsistent gameplay experience.

With that, in combination of what I wrote in my last post, I came to the conclusion that this pr makes the topic even worse.
hi_leute_gll wrote:
Sun Mar 11, 2018 9:47 pm
Also after talking to other people I didn't hear a single argument for the "fix", except the Race-Servers. But well...why would you destroy gameplay mechanics for hundreds and thousands of DDrace-players, to fix a server which has almost no active players?
PS: The pr seems to do what it is supposed to do. I asked a more skilled player to test it properly, we'll see what he says.
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Re: grenade bug needs to be fixed

Post by heinrich5991 » Fri Mar 30, 2018 4:58 am

hi_leute_gll wrote:
Sun Mar 11, 2018 9:47 pm
Also after talking to other people I didn't hear a single argument for the "fix", except the Race-Servers. But well...why would you destroy gameplay mechanics for hundreds and thousands of DDrace-players, to fix a server which has almost no active players?
You don't destroy gameplay mechanics for hundreds and thousands of DDRace players. At least that's not the intention. You fix a bug that's not particularly interesting, as it requires frame-perfect grenades in the common case (when the grenade lifetime hasn't been set to 0 as on the map Binary).
hi_leute_gll wrote:
Fri Mar 30, 2018 2:27 am
First of all, I understand your approach to create a general structure for different cases of bugs. Anyway, I wonder why you hard coded the map's name and hash. This basically means that every time someone wants to fix something (which is not related to this bug) he needs to ask a dev to change the code to make the map work again. Also if someone finds another bugged map it needs to go through the development-process to be added.
The idea is that people won't create new maps based off this bug.
hi_leute_gll wrote:
Fri Mar 30, 2018 2:27 am
Besides that I think you are overdoing it. You basically make the code more complex to make a single map work. That alone should show you that something is going wrong here. I don't think that we now should start to alter the physics and then code additional physics for every map which brakes due to that. In long-term that would end in a big mess and inconsistent gameplay experience.
Yes, the code becomes more complex when there's a single map relying on a bug. I tried to limit the impact on the code, putting most of it in the new files.

"I don't think that we now should start to alter the physics" – Yea, I also don't see a need to alter physics right now. This isn't "a big mess and inconsistent gameplay experience" – the map relied on an edge case of the bug, namely for grenades with zero lifetime, where it is easy to hit the bug.
hi_leute_gll wrote:
Fri Mar 30, 2018 2:27 am
I asked a more skilled player to test it properly, we'll see what he says.
Thanks.

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Re: grenade bug needs to be fixed

Post by Konsti » Fri Mar 30, 2018 1:58 pm

delete this fix and everyone is happy
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Re: grenade bug needs to be fixed

Post by hi_leute_gll » Fri Mar 30, 2018 2:50 pm

heinrich5991 wrote:
Fri Mar 30, 2018 4:58 am
hi_leute_gll wrote:
Fri Mar 30, 2018 2:27 am
First of all, I understand your approach to create a general structure for different cases of bugs. Anyway, I wonder why you hard coded the map's name and hash. This basically means that every time someone wants to fix something (which is not related to this bug) he needs to ask a dev to change the code to make the map work again. Also if someone finds another bugged map it needs to go through the development-process to be added.
The idea is that people won't create new maps based off this bug.
Maybe I didn't explain myself properly: If someone alters the map (e.g. a design fix), then the hash of the map would change and thus he would need to change the code. Also if e.g. people use this map on other servers/locally, alter things to try something out, etc. then the map just doesn't work anymore.

For the rest:
If you would read the whole thread, you would see that there are reliable ways to abuse the "bug" even without tune-zones.
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Re: grenade bug needs to be really "fixed", for good.

Post by GG Kid » Sun Apr 01, 2018 1:18 am

of all the people to know that i think the OP(Original Poster) would know, in fact here's a quote from him "I have tested it and easily done some crazy times with it on run_ankii for example and it is really controllable." being an unskilled player i can't even do it, seems to me that topic has been well discussed but more examples are in order, more facts less conjecture!
as fare as fix versus Bugged DDNet i have said my peace, if they want to 'break' the game it's there choice. besides i don't think telling them the same thing over again will help.

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