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KA 1.0.1 bugs

Sun, 28 Dec 2008 18:31:56

RambOrc

I specified map and game mode for all bugs I found, they might not be limited to that map and/or mode. 1) Stadium (football): the wooden scoreboards at the sides always say "44" regardless of score. 2) Citadel (team castle sweep): a bot jumped into the water well to get an item and couldn't jump out again. I have been able to jump in and out with no problems. 3) Stadium (football): bots were standing on top of each other over and over again. 4) Agio (deathmatch): texture at the right upper part of the archways is offset. Also, not a bug, but I had the feeling there was too little ammo around in the starting half of the Citadel (team castle sweep), especially since the rest of the area was closed as none of the bots cared about opening up the pathways. Possible solution: trigger all those stairs etc at the start of the match so the whole map is accessible.
Sun, 28 Dec 2008 22:08:29

RambOrc

1) I am currently capturing video footage for a KA trailer, and noticed something weird during CTF, I was on the red team by setting it before the match and the red colored guys were friendly to me and the blue colored guys hostile, but it was the blue flag I was defending, the blue flag that I could take off the blue guys and return to our base. 2) I tried running xmas havoc twice, but both times the game hung.
Mon, 29 Dec 2008 13:09:58

Crimson Wizard

[quote="RambOrc":37vo6hij]Also, not a bug, but I had the feeling there was too little ammo around in the starting half of the Citadel (team castle sweep), especially since the rest of the area was closed as none of the bots cared about opening up the pathways. Possible solution: trigger all those stairs etc at the start of the match so the whole map is accessible. or maybe teach bots to push switches... [quote="RambOrc":37vo6hij] 1) I am currently capturing video footage for a KA trailer, and noticed something weird during CTF, I was on the red team by setting it before the match and the red colored guys were friendly to me and the blue colored guys hostile, but it was the blue flag I was defending, the blue flag that I could take off the blue guys and return to our base. I could not reproduce this, can you tell more details, like what were the team settings (automatic team selection was on or off), which map had you run; if your flag was blue, what was another flag - blue or red? OTOH I found different error, when you set automatic team selection for player team selected is not the one chosen, but the team1 always, regardless of colour.
Mon, 29 Dec 2008 14:16:36

RambOrc

It was in Ratchet. I set the game so that player is always automatically on the red team which is the first team.
Mon, 29 Dec 2008 14:44:08

Crimson Wizard

Just tried it, Ratchet map is made with errors; irst of all both flags are blue because script uses outdated version of some constants, also there are no Team starts, that means that players can spawn in random deathmatch starts regardless of their team.
Mon, 29 Dec 2008 15:11:35

Firebrand

Strange, I remember I fixed it myself, even tested the team starts and they worked fine, I'll check this out and try to get it fixed ASAP. This all is enough material for a new 1.0.2 release IMO <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> .
Mon, 29 Dec 2008 17:35:25

RambOrc

Could it be that an older version of the map has been included in the distributable?
Mon, 29 Dec 2008 19:41:36

Firebrand

[quote="RambOrc":1fr16p1b]Could it be that an older version of the map has been included in the distributable? That's the most probable cause of the problem. I'll check it out.
Tue, 30 Dec 2008 12:13:47

Crimson Wizard

[quote="Firebrand":2eda7j10]This all is enough material for a new 1.0.2 release IMO <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> . Not yet, there are more bugs that need to be fixed, including Xmas Havoc crash. Please wait couple of days.
Tue, 30 Dec 2008 16:50:40

Firebrand

[quote="Crimson Wizard":3kiykbu1][quote="Firebrand":3kiykbu1]This all is enough material for a new 1.0.2 release IMO <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> . Not yet, there are more bugs that need to be fixed, including Xmas Havoc crash. Please wait couple of days. I haven't even started to see what's wrong anywhere myself, heh! <!-- s:oops: --><img src="{SMILIES_PATH}/orcdeb.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> I can compile progs again with the latest fixes for VCC, but I'm unable to start KA at all, can you try it on your side after updating the Vavoom executable to the latest revision CW?
Tue, 30 Dec 2008 16:56:01

RambOrc

For a jump from 1.0.1 to 1.0.2, something fundamental as the Vavoom version shouldn't be changed IMO. An x.x.x version is for bugfixes only, for bigger changes you need to go to a minor version (x.x).
Tue, 30 Dec 2008 17:13:52

Crimson Wizard

Well, I fixed Xmas Havoc; I do not know if there's a reason to update vavoom executable now. I can put a patch package on kdev and then firebrand will add another map(s) version(s) there (whatever he fixes) and release is complete. [quote="Firebrand":12v09uox]I can compile progs again with the latest fixes for VCC, but I'm unable to start KA at all That's why I usually make 2-3 week pauses between updating my local copy of Vavoom sources <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> By the way, do I understand that right that patch 1.0.2 should include all the files that were in 1.0.1 so that user will not have to download 1.0.1 first?
Tue, 30 Dec 2008 18:40:05

RambOrc

Yes, 1.0.2 should be all-inclusive and not a delta patch. If there are no more bugs found in 1.0.2 within a week or so, it should also be added as full download.

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