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Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Grenades are now glitched.
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Author Topic: Grenades are now glitched.  (Read 5655 times)
BaconManRules
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« on: January 04, 2011, 05:48:59 AM »

I am not sure what was updated recently, but now grenades when being held the whole 'fuse' time will sometimes explode two grenades or cause double effect instead of one. This has cause people to FLY around the map with discombobs. Also cause fire nades to double damage and double the flames. This includes smokes. This has started happening after the release of version 22 of TTT.
« Last Edit: January 04, 2011, 05:50:08 AM by BaconManRules »
CS25230
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Posts: 51



« Reply #1 on: January 04, 2011, 09:18:39 AM »

I've seen this happen a few times, it's especially noticeable with discombobs. Since the double explosion with make people fly away.
Bad King Urgrain
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« Reply #2 on: January 04, 2011, 12:04:02 PM »

Are there errors shown when this happens? Actually, those would only appear in the server console, so only server owners can tell.

Have you ever seen it for normal grenade throws?

I'll see if I can reproduce it.
BaconManRules
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« Reply #3 on: January 04, 2011, 01:13:25 PM »

<---- Server Owner.
I'll check the RCON and see if I can get any LUA errorsNo there are not any LUA errors in server console, but my guess is it maybe something with the timer not being destroyed on first go. The chances of getting a double explosion come to 2/3 grenades.

No it does not do this on normal grenade throws. Only fully held nades.

Double exploded fire nade causes double the flames:
« Last Edit: January 04, 2011, 01:41:27 PM by BaconManRules »
Bad King Urgrain
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« Reply #4 on: January 04, 2011, 02:20:39 PM »

Thanks for checking for errors, I'll look into this soon and post any results here.
phoenixf129
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I Rise from the Ashes.


« Reply #5 on: January 04, 2011, 04:20:43 PM »

I get this with a discombob if i interrupt the cooking of the grenade with a umsg. Might want to look into that.

Software Upgrade Paradox - If you improve a piece of software enough times, you eventually ruin it.
Bad King Urgrain
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« Reply #6 on: January 04, 2011, 05:41:27 PM »

I could, but not with that vague a description of what you're doing.
Darkest_97
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Posts: 286


Hi.


« Reply #7 on: January 04, 2011, 08:04:17 PM »

I thought that we already knew that this happened? Wasnt that the reason you changed the smoke grenade effect to a less expensive one or whatever? Like now its white instead of darkish gray.
Bad King Urgrain
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« Reply #8 on: January 04, 2011, 08:54:37 PM »

I thought that we already knew that this happened? Wasnt that the reason you changed the smoke grenade effect to a less expensive one or whatever? Like now its white instead of darkish gray.

No, the smoke grenade effect was changed because the smoke produced for a normal explosion was too graphically intensive for old computers. It had nothing to do with bugs (why would I change an effect rather than fix the cause?).
Bad King Urgrain
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« Reply #9 on: January 04, 2011, 09:24:28 PM »

Fixed in SVN r761.
phoenixf129
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I Rise from the Ashes.


« Reply #10 on: January 04, 2011, 10:20:32 PM »

What was wrong?

Software Upgrade Paradox - If you improve a piece of software enough times, you eventually ruin it.
Bad King Urgrain
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« Reply #11 on: January 04, 2011, 11:27:54 PM »

Grenade SWEP creates the actual grenade entity that explodes, and then removes itself. There was a timing issue sometimes where the engine had not yet removed the SWEP before its next Think() happened, which caused it to create an extra grenade entity, resulting in two explosions. Pretty standard thing that bites you in Source. Fixed by manually flagging whether the SWEP has already created its grenade entity, and preventing it from doing it again when that is the case. In C++ Source land it is easy to check if an entity has been marked for removal, obviating the need for manual flags, but there's no Lua binding for that.
BaconManRules
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« Reply #12 on: January 05, 2011, 06:10:22 AM »

Then I believe we should ask Garry to implement such flags in entities or a table. :3 And btw, thanks for the quick fix.
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