ET Test Known Issues and Bug Reporting


(Vamp!re * wArdoGs) #61

Hey Guyz !

I also want to post a little feedback, with some improving suggestions.

1.) When you change the connection settings ingame from ISDN to Cable/xDSL … the settings are quite bizzare. there are maxpackets 30, rate 10000 and snaps 20 ! With a T1-Line, you got average pings of 50-70 ms. When you change the settings to Rate 16000, maxpackets 40 and snaps 40, you get pings from 25-45 on the same server ! Lot of players think the netcode is trash…perhaps that would bring something against lag… when you would change the default settings for Cable /xDSL (What most people got) to maxpackets 35, rate 16000, snaps 40 !

2.) I miss “Throw Weapon” with Panzerfaust / Flamethrower

3.) Disable Timenudge

4.) Then a thing with the binoculars : As FieldOp, after a firing for effect, you always have to set the zoom again for the binoculars…would be better if the zoom would rest like it was the last time you used binoculars !

Thats it for the moment…that game will be cult :wink: Good Job guyz !

greetz Vamp!re


(|X|Avenger) #62

This may have been addressed before, but I here is an argument for changing the ‘medic’ vsay system to correspond more closely with the original RTCW’s system.

Wounded players should not call for medics automatically. The manner in which wounded players were handled in RTCW was the best way that calling for medics could be handled. When a player was wounded, the player yelled out ‘medic’ or ‘help’ within the environment rather than through the chat system. Any medic within earshot (50 feet) could hear the wounded player yell out, and with stereo sound a medic could tell what direction and how far away the wounded was, thereby allowing the medic to go revive him quickly, efficiently, and without difficulty.

In ET, when people are wounded, they call for a medic using the voice chat system, automatically. I play medic often, and in ET I find that I am less effective as a medic, because:

  1. Have to search for players that are closest, and this takes time.

When I don’t hear the player say "help’ or ‘medic’ within the game environment means I have to take time to find the wounded player on the map. A quick glance at the compass is not a replacement for the old system, because it takes time to look at the compass – when there were two wounded players in the original RTCW, one within earshot, one farther away, hearing the closer one cry out, or both cry out at different volumes allows you to go for him immediately and without thinking,

  1. Wounded players more likely to get gibbed, or worse: not revived.

I can’t immediately tell if the wounded player is near me or far away. An enemy can gib a wounded player in the few critical seconds it takes to open the map or look at the compass and find where the player is,

  1. People get killed constantly

I find myself listening to a non-stop string of ‘medic’ vsays, which I tend to just ignore as background noise,

  1. People who are waiting to be revived are ignored and forgotten more often than not.

In RTCW, the system provided that the ‘medic’ chat was only used where the player intentionally used the ‘medic’ vsay. To a medic, this meant ‘hey I am wounded, come revive me; I did not tap,’ or ‘hey you didn’t notice me, but I see you; revive me please!’ In ET, the constant flooding of vsays precludes a medic from knowing whether or not a person has tapped out or not – because the ‘medic’ vsay is used whether or not the person has/will immediately tap out. I find this really frustrating as a medic.

  1. Medics are less useful in ET.

When I’ve played ET I am more often seeing players lose confidence in medics and never waiting; conversely, many medics in ET just ignore other players and only revive when they can see the wounded player. The vsay system in ET simply reduces the effectiveness of medics.

  1. Can’t hear enemy players call out when they die.

This is important for gameplay. When you hear an enemy die around a corner, you usually can be assured that your own team killed him, and that it is safe to proceed. For example – say on Fueldump, there a a few axis guarding the entrance. Allies have two covert ops getting in position to take out the guarding players, and allied engineers are waiting around the corner from the entrance. When the covert ops snipe the guards, the allied engineers hear the guards each cry out, and will know when to proceed. This is just one example of how the original RTCW medic vsay helps gameplay immensely.

So, please, SplashDamage – consider these arguments and weigh them against the arguments that persuaded you to make the ET ‘medic’ vsay the way it is.

I think you will find that the old RTCW method would benefit ET far more than the current system.

The voices you need to do the old RTCW system are already in ET, so this woud not be a really tough problem to fix; Please give us back the old RTCW system for the sake of perfecting and refining ET’s gameplay!


(Cosmos) #63

I dont know if this is possible, but can 2 servers in different locations help provide bandwidth towards a server? So two broadband users could set up a fast 16 player server if they wished. I don’t know if its possible.


(Xeno) #64

Leave the tk complain up for mines.

Bugs:
When u gib some one u gib their legs bacuse the top 1/2 of their body does no damage.

GO al the maens that keep repeating stuff :angry:


(Privte 229) #65

Hi all!

I have a bug/problem with ET, which I am completely puzzled about.

Yesterday I downloaded ET and installed it and played it and it was COOL, BUT this morning when i tried again it would simply not recieve any information from the master server???

I have source set to internet, no filters activated, the correct connection type chosen (lan/cable/xdsl) and stil nothing appears in the server list even though i keep pressing refresh???

What the **** am I missing? :frowning:

I WANT TO PLAY AGAIN!!! :smiley:

(sorry if this is posted in the wrong topic/forum, but im DESPERATE!)


(Fluffy_gIMp) #66

The master server went down for a short period, it’s back now though :slight_smile:


(Kylie) #67

http://www.byrtcw.net/viewthread.php?tid=209&page=1#pid624
[i]One thing which is promising is the apparent lag, its not actually lag but bad interpolation. If you record a demo in wolf and a demo in ET, play it back by typing

/demo test (or whatever you called your recorded demo)
/timescale 0.1 (use /timescale 1 to speed up to where theres some players on screen)

Notice that both the animations in wolf and ET are both fluid. What isn’t fluid is the way the ET models are moved around the map, so it looks like this can be easily fixed. Obviously they messed up somewhere but at least it explains the weird feeling when playing ET [/i]


(Korollary) #68

I hope the developers read this forum.

There are some serious issues with the player animations; it looks as though I have negative timenudge on with lots of prediction errors, when I have cl_timenudge at 0. I cannot believe that they released it like that (nobody noticed ? not even the beta testers ?). I fear that it may somehow be deliberate and may never be fixed. (no I have no snapshots dropped; the lagometer is all green and blue. rate/maxpackets/snaps = 25000/30/20. Stuttering regardless of the number of players in the server).

The second issue is the grenade toss. I understand that it makes sense to incorporate the tosser’s velocity into the motion, as I myself naturally expected to be able to throw grenades farther (ever watched javelin in olympics ?). However, you have to consider the mass of the grenade with respect to the mass of the player. When the player is moving sideways, none of that velocity will be transferred into the grenade because the strong swing of the arm is going to stabilize the sideways motion. Also, don’t forget that a grenade is usually tossed in quite stressful moments, the player will typically be moving, and asking the player to consider his own speed is going to make grenade tosses harder. If that’s intentional, I can understand that; however, at any rate, the sideways speed must go.

The third issue is the medics. In vanilla Wolf, somehow the Medic is the most dominant fighter ( it doesn’t make sense in the real world. Rambo and Medic just don’t go together). In ET, we have all these new heavy weapons, but the medic is still the dominant fighter. Please, make the medic at least a poor shooter. In one-on-one fights, it should be Soldier > Field Ops >= Covert Ops > Engineer >= Medic. I know nobody will agree with me (for some reason it makes sense to everybody that a medic should own the whole map), and it may be too late for such a change.

Some of the weapons also need small adjustments (FG42 is too powerless from any range against a Thompson/MP40. It’s a paradox why a weapon with such horrible spread has a sniper scope on.) The Field Ops needs another way of marking targets for the mortar (once he drops a canister or calls for an airstrike, whatever target that is already gone.). The field ops needs to be able to mark targets for the mortar without even wasting his recharge bar. The mobile MG42 has too little ammo to start out with.

Kor


(Dragon) #69

Agreed with the M42, how about 200-250 rounds to start with?
Reset V_say menu so the combinations are the same as per RTCW. Add the new combinations at the end of the chain, not in the middle. It’s annoying for old RTCW players to go to say thanks, and they say Defend teh objective (Or whatever it is)


(Sif=RoK=) #70

first off, i’d like to say i love ET and i’m greatly looking forward to clan wars, so the next bit doesnt sound too negative :wink:

SMGs - Mp40 & Thompson
I REALLY think that there rate of fire should be upped to what they where in rtcw, they just feel too much like slow motion instead of a proper smg, imo the balance was better in rtcw.

i also think the sounds should be a lot more beefy, more like in rtcw, well i dont care if they’re different, just louder as though theres actually a bullet being shot of and not just a cap gun.

Voice Chats - Vsays
Everyone that i’ve talked to (pretty much the whole australian comuinity as far as i can tell) say that the voices DONT SOUND GOOD.

its one of the biggest let downs so far, imo the rtcw vsays sounded a lot better, so can you please use the old actors again!, or atleast someone that sounds like a real nazi soldier or allied soldier.

Grenades and net code
i know you say the grenades are on purpose, and they’re ok, but i still think they should be like the rtcw ones more, the rtcw had prefect balance.

also, i know everyones complaining about jerkiness, could you please look into this, seems to be a lot more on idsn settings than cable, so maybe add some more prediction code or something, atleast so it doesnt LOOK like they’re warping.

i have a 2.4 p4 with 512 of 400mhz ddr ram and a gf4 ti 4400 running uncapped cable, i’m pretty sure it aint my comp :wink:


([GORE]Hallelujah) #71

A … bug?

When (at 4th skill level) a soldier carrying a mortar tries to switch to a lighter weapon (e.g.: pistol) - it takes 2 “weaponbank 2”-binded button hits if this weapon is a double pistol. Works normally (=requires only 1 hit) with an SMG or single pistol though.

Regards


(|X|Avenger) #72

I have not been able to get a good screenshot of this, but when you look at a soldier who is using the Mortar, it sometimes seems that his head is not attached to his body, at the neck – more like he’s wearing a plastic Hollywood horror film mask and it is not yet attached at the neck.

Also, if you use the panzerfaust, die and go on to spec a person who is prone while waiting to respawn, you will see the red ‘ghostbusters’ circle – not a big deal as in RTCW you would see the sniper bar if you were a sniper who died.

Finally, I’ve noticed that as a covert ops soldier, after throwing the satchel charge the detonator sometimes fails to immediately appear – instead I go to the rifle, and have to choose the detonator.

Thanks


(damocles) #73

Unusual one just occurred. I shot myself. I don’t know if it was down to anti-lag, general lag, or what, but as near as I can tell, I shot myself.

I was running along to defuse some dyno, saw an enemy up ahead, fired a shot and dropped down dead. The death message said damocles has killed himself.

So it’s either a bug in the death reporting, or a bug in the game that allowed me to shoot myself. I was at full health and didn’t hear any explosions or anything. I just died as soon as I hit fire.


(FATSAC) #74

Entering lower tunnel at the bend you will see a couple of rocks. Using the rock closest to the ladder I tried to backup(facing ladder) or jump up the rock to get a better view which resulted in death. :disgust: Said I had fallen to my death. I tried it a few times with the same results.

btw: map test kicks a$$.


(ZeAvIs) #75

The only real problem I have with ET is the fact that the voice are not nearly as good as the original ones. I’m sure many people have said, but to further state it, the new voices suck. You guys should use the voices from RTCW because they were so good. Every voice used in RTCW was awesome.


(SCDS_reyalP) #76

Don’t know if this is a bug or not, but I’ve seen allies strafe/sprint jumping up the axis side of the river (near the end of the barbwire). Wasn’t able to do it myself in a couple of tries, but got pretty close.


(|X|Avenger) #77

Yeah I wrote about that exploit in the post i made on the other page, as well as a screenshot of the location.


(ZeAvIs) #78

I have noticed sometimes when I’m a medic, the health bar does not display my allies health correctly. It shows the bar but its comepletely empty, and when i give the person health, it stays empty, so I have no idea how much health the person has. It can get pretty annoying. And no the person was not an enemy covert Ops, I’m not a newb.


(Cosmos) #79

Said I had fallen to my death.

You drop down dead like the gravity was 100 times greater!


(malakai) #80

I’ve sent this to etbugs@idsoftware.com but thought I’d throw it out here to see if anyone else has this issue.

I routinely get disconnected when on a server and switching maps during campaign mode. Also, it seems to take my machine over 2 mins to load the level. Granted, it’s a p800 and not the current game-machine-god it once was, but I still question whether this map really needs 2mins of load time, and wonder if this is why i’m getting dropped between map changes.

The only error I get is “Server disconnected for Unknown reason” or something similiar. Sometime I get the cl_parseError message, and once I got an error about a “bad command byte”.

I watched my HardDrive light, and it doesnt seem to be thrashing. Much of the load time it remains idle.

Anyone else get dropped between map changes?

-Malakai[/list]