GithubHelp home page GithubHelp logo

naliweapons3's Introduction

NaliWeapons3

UnrealScript source from NW3 mod for UT99

naliweapons3's People

Contributors

seriousbuggie avatar

Stargazers

Eternity avatar

Watchers

 avatar Eternity avatar

naliweapons3's Issues

Existing issues in NWIII original release...

Here is a list of some issues we have found and fixed in our private builds of NWIII, for the case if you consider to release fixed and backward-compatible build of NWIII.

  1. NWBoltRifleVIII
  • Accessed array out of bounds in function 'BoltStormCrystal.GetHLTarget()'. [Fixed]
  1. NWCybotLauncherVIII (Issues in 'Botpack' and 'Engine' scripts).
  • "Accessed None" in State 'Botpack.TournamentWeapon.Active' of the 'CybotLauncher'. [Fixed]
  • "Accessed None" in State 'Engine.Weapon.DownWeapon' of the 'CybotLauncher'. [Fixed]
  1. NWIonizerVIII
  • "Accessed None" in function 'Ionizer.PlayStatusChange()'. [Fixed]
  • "Accessed None" in function 'IonizerRocket.DeploySatellite()'. [Fixed]
  1. NWMultiMissileVIII
  • Accessed array out of bounds in function 'MultiMissileMegaBase.FireMissilesBatch()'. [Fixed]
  1. NWTheOversurrectorVIII
  • "Accessed None" in function 'TheOversurrector.OrganizeWSelection()'. [Fixed]
  1. NWWREVIII
  • "Accessed None" in function 'WRESoldier.ExplodeSelf()'. [Fixed]
  • Spawn Decal fix code causes compilation error in functions: 'WREGrenade.ExplodeX()', 'WREHitEffect.SpawnEffects()', 'WRESoldHitEffect.SpawnEffects()'. [To compile without "constant as variable" hack for bFogZone]
  1. NWCoreVIII
  • Class 'NWServerSkillKillsSettingsMenuPageInfo' name vs file name mismatch. [Fixed]
  • Class 'NWClientSkillKillsSettingsMenuPageInfo' name vs file name mismatch. [Fixed]
  • Need to add States 'Active' and 'DownWeapon' into the 'NaliWeapons' class to fix "Accessed None" in the parent classes 'Botpack.TournamentWeapon' and 'Engine.Weapon'. [Fixed]
  • Spawn Decal fix code causes compilation error in the following classes: 'NWBodyPiece', 'NWBloodDecal', 'NWWallFX', 'NWDecalGen', 'NaliProjectile'. [To compile without "constant as variable" hack for bFogZone]
  • Script bug in class 'NaliWeapons' causes client-side projectile start invalid offset location in some cases (probably if some variables were not replicated properly). [Solution not found, problem doesn't occur with client+server v469b/c]
  • Script bug that causes client-side 1-st person view weapon animation to not start in some cases when Fire or AltFire button is pressed. [Solution not found]
  1. NWUltimaProtosVIII
  • Bug in 'UltimaSolarBirthCorWaveShock' class that produces client-side application runaway loop crash if Player has ViewTarget!=None (this class is being spawned by the oversurrected UltimaProtos weapon). [Fixed, by disabling the code where the crash occurs]
  • Oversurrected weapon causes too high server CPU usage in some cases (probably due to frequent calls of "TakeDamage" function for all 'Pawn' actors). [Performance, partly fixed]
  • Oversurrected weapon spawns too many effects at the final stage reducing client-side performance significantly. [Performance, not fixed]
  1. NWFlameTrackerVIII
  • Class 'FlameTLavaGlow' is not destroyed properly in some cases which causes channels spam and the lag for clients. [Fixed, by setting LifeSpan to 30 seconds]
  • Projectiles of the oversurrected weapon appear to be always relevant which causes channels overload in some cases. [Not fixed]
  1. NWIRPRVIII
  • Bug in 'IRPR.TraceFire()' caused too high server CPU usage and network bandwidth usage in some cases when shooting at far distance on the huge maps, e.g., on the map MH-ShootingGuys (that has very large collision size Trigger that reduces "TraceActors" function performance) if to shoot through a 'Tree' 'Decoration' class objects to a far distances (over 50000 units). [Problem was caused by useless extra loops with TraceActors() calls in some cases. Fixed]
  • 'IRPRTracerGuide' and 'IRPRTrace' non-optimal replication utilization caused network bandwidth oversaturation in case of shooting at far distances. [Problem was caused by too many visual beam segments for replication. Fixed]
  1. NWFreezerVIII
  • Oversurrected weapon spawns effects that reduce client-side performance significantly. [Performance, not fixed]
  • Script warnings when used in combination with some mod ScriptedPawn classes, such as 'MH-Wolf3Dv5.WolfSS': "Log: FrozenBody MH-Wolf3Dv5.FrozenBody0 (Function NWFreezerVIII.FrozenBody.SetFrozenBody:0052) TweenAnim: No mesh". [Not fixed]

There were few more issues, but at the moment i don't have access to some of my notes where information about those issues were written down. I will add that information here when i get access to them.

Also, there were some of performance issues that we have fixed (e.g., in 'NWCybotLauncherVIII.CybVortex' and in 'NWFlameTrackerVIII.FlameTracker'), but such fixes are not acceptable for public release, for this reason i didn't mention these issues in this list (for the same reason our build is private). Except for oversurrected UltimaProtos where such kind of performance optimizations may be considered acceptable...

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.