NS 3.2 issues that need to fixed for release

jiriki
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12 April 2018 - 11:23 EDT
#1
Here are some issues


    [*]FPS dependent jetpack acc/deacc
    https://www.ensl.org/topics/1902
    [*]FPS dependent hmg/lmg ROF
    [*]ESC key requiring some kind of hack to work.
    [*]func_rotate or func_train crashing server (eg. origin lifts or bast revolving door)
    [*]waypoint spam issue (guard waypoint)
    [*]Floating guns
    [*]Popupmenu causing view angle to randomly change (it records mouse movement)
    [*]Shotgun reload issues (not firing when pressing button / forever reload)
    [*]Scoreboard blocking attack
    [*]You cannot drop hive sometimes in ns_veil pipeline
    [*] Linux: Half text missing on 1920 resolution
    [*] Linux: Commander mode sometimes going to mode where you cannot do things
    [*] Linux: Random view changes
    [*] Server-side issues: ns_i386.so has to be renamed to ns.so for it to work.
    [*] New issues created in the latest compilation version of NS 3.2 to get it to compile (?)
    [*] Res-flow balance issue which could be fixed by adding sv_max_resflow cvar
Get to the spaceship!
pierow
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15 April 2018 - 01:56 EDT
#2
-small stutters and rubberbanding (seems mostly fixed on new compiles of the game)
-game crashes or hangs often when applying options from the menu or closing the game
-some FPS dependent movement physics, but not very harmful to game balance imo
-scoreboard ui issue with clicking to bring up cursor not always working, and then when it works your weapon is stuck firing after
-listen server doesn't work
-sounds playing too often at high fpses
-hp isn't shown from spectator
-no cursor in spectator

A few reported on discord I haven't personally experienced or seen anyone else mention:

-crosshair occasionally disappears until +attack
-random direction after spawn?
-can still interact with certain elements (commander interface) when in GameUI


An update on the patch in development:

-jetpack movement is now fps independent and modeled after old 100fps movement (might rebalance the model to replicate 125fps if it's determined to be underpowered)
-widescreen support is mostly done so it's horizontal+ instead of vertical-
-fps dependent fire rates aren't as big of an issue as they were before the HL update so it's not a major priority atm
-walk speed bug workaround to return to intended speeds
jiriki
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17 April 2018 - 08:56 EDT
#3
- phase gates sometimes go wacko after server idling for too long
- commander speed is very slow unless you set it manually in server.cfg
- maybe add warsow-style autojumping
Get to the spaceship!
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