Warsow 1.0 bugs
Not sure if it's bug, or just changed algorithm, but it now seem
possible to force opponent spawning in one point in some maps.
Inane made a match with someone on dm5, and killed him about 5
times from the bridge, and his opponent respawned at rl every
single time. The odds are too thin to assume it's random. He also
told me he was able to force spawn in wamphi.
Wasn't it supposed to be random, at the exception of closest point ?
Wasn't it supposed to be random, at the exception of closest point ?
PG sound gone away almost all the times, when switching from an
another weapon.
I played FFA, so i suppose the amount of sounds in the maps made the audio buffer full, or something like that. Both qf and openal.
I played FFA, so i suppose the amount of sounds in the maps made the audio buffer full, or something like that. Both qf and openal.
Sometimes, the players counter (the players gfx, to understand what
i mean) disappear from the clownfart huds.
Koochi wrote:
PG sound gone away almost all the times, when switching from an another weapon.
I played FFA, so i suppose the amount of sounds in the maps made the audio buffer full, or something like that. Both qf and openal.
looks like it's known bug - http://www.warsow.net/forum/thread/14987/1
(updated 2012-08-02 13:49:42)
All huds except classic and danlin are missing support for the
MESSAGE_SELF and MESSAGE_OTHER stat strings. Those have been
commented out in huds/inc/default/team_message.hud (ao) and
somebody put "what does this do" above them. In other huds they
have just been removed.
They are useful for showing a message from the gametype for a yet indefinite amount of time. For example, I've been using them to inform players that they are near a certain objective in my objective gametype script.
In 0.6 all huds except warlord supported this.
They are useful for showing a message from the gametype for a yet indefinite amount of time. For example, I've been using them to inform players that they are near a certain objective in my objective gametype script.
In 0.6 all huds except warlord supported this.
Audio buffer is fairly large if I'm hearing it correctly. I would
love for multiples of the same sound not to be triggered
simultaneously. It's very annoying and hurts my brain.
These may be related to my unsupported system only (Arch, unified
zip with self-compiled binaries), but I'll just mention them:
trailer audio and video is a bit out of sync (audio comes first)
and some menu images like the profile image, award images and the
images in front of each server entry have the texture also shown
when a map texture is missing.
F10 still bound to non-existing menu_quit by default.
CA has a g_ca_classbased cvar which is not used.
F10 still bound to non-existing menu_quit by default.
CA has a g_ca_classbased cvar which is not used.
Warlord hud has a missing texture when spectating and not following
a player.
Dunno if this was reported:
Turret firing-flash shader is missing.
Turret firing-flash shader is missing.
If the scoreboard is up, crosshair don't goes back to normal color
after hit (stays red for me).
Sorry if already mentioned somewhere. Map wdm17 non-rorking
teleporter (this one)

, if i come close (don't ask me why)) ) i see this:

(updated 2012-08-08 23:38:36)

, if i come close (don't ask me why)) ) i see this:

(updated 2012-08-08 23:38:36)
xwind wrote:
Sorry if already mentioned somewhere. Map wdm17 non-rorking teleporter (this one)
WELL DUH?
so umm when all this will be fixed? especially server browser and
silent weapon shooting?
Hopefully in the next week. Probably in less than two. They want to
get as much fixed as they can so they don't have to keep putting
out releases every time someone notices a new bug. Assembly may
have added some delay, but it deserved to.
WELL DUH?
crizis I meant not that it's not working, it's obvious :) but bug with texture, you can pass throug it partly.
When doing /whois <player> I sometimes get: "player is
(null)" You can see that on the screenshot that I took of
LESHKA

(updated 2012-08-11 13:52:13)

(updated 2012-08-11 13:52:13)
idontcare wrote:
When doing /whois <player> I sometimes get: "player is (null)" You can see that on the screenshot that I took of LESHKA
http://i.imgur.com/MJuu8.jpg
http://www.warsow.net/forum/thread/14985/1
(updated 2012-08-11 14:10:06)
learn_more wrote:
idontcare wrote:
When doing /whois <player> I sometimes get: "player is (null)" You can see that on the screenshot that I took of LESHKA
http://i.imgur.com/MJuu8.jpg
http://www.warsow.net/forum/thread/14985/1
Oh , ignore my post then :)
When both teams have the same name (when playing with bots, for
example), the menu buttons for "Join TEAM" will always make you
join the first one. This happens because it uses the current
teamname for the join command instead of alpha/beta.
Turret firing-flash shader is missing.
Hmm.. Screenshot? I've been unable to locate the missing shader anywhere.
Nvm, found it
(updated 2012-09-01 17:45:19)

