Noticed bugs at stream preview


(Naxxus) #21

[QUOTE=ZGToRRent;540229]https://www.youtube.com/watch?v=qbcRAwEiwFc

I see on Dome, objectives are not using Uppercase like on other maps so there is ‘Deliver Datacores’ instead of ‘DELIVER DATACORES’.

I know, it’s ultra low priority but would be good to keep the format on every map.[/QUOTE]

Good spot! I’ll put a bug in for this now :smiley:


(Kl3ppy) #22

Any update on the bug that sometimes the mouse buttons + quick action buttons get unbinded?


(FireWorks) #23

[QUOTE=Naxxus;540225]The only problem is that we need to be able to control the circumstances in which the bug happens otherwise it becomes really hard to pin down the actual cause. That’s why we have to attempt in internally because that gives us control to thoroughly test the cause.

The reason that it is so prevalent on live is that there are so many people jumping in and out of server at different times of the game flow. They might be using different ways to leave; alt f4, closing it properly, crash etc. This makes it so hard to pin down on us because it might not even occur 100% of the time. With this many variables it is likely to happen with lots of people (ie live) but it makes it hard to figure out internally. Say if you have 5 different ways to crash and 10 different game states in what could be causing the bug we have to then check 50 different ways. And it might not be 100% assured to happen. We might even need a full server full of people which makes it even harder!

I know it is frustrating for everyone (including me) and we are trying our best to fix it, we might just need to tackle it differently. Thanks for offering your help the best thing that you could do is if you have it occur to you whilst on a server just jot down what happened and let me know. Anything can be helpful when it comes to issues like this[/QUOTE]

I expected something like this in the background and thank you for going into details about it. From my observation at least one of the bug causing instances is the kick vote. Each of the 5 kick vote I could see pass (they rarely do) left a ghost on the server. This is why I am so furious about this bug - to me it seems absolutely reproducible.

Is there a logfile I can check and upload? Isnt there a server logfile you can check for connecting players etc if we provide you with server name and time?

Thanks again for replying to us!


(Naxxus) #24

That bug is my arch enemy! I have been trying to squash it for so long now! We managed to fix an instance of it but there are other causes we are trying to find. We have no idea why the bindings disappear and at the moment we are hunting for what in the code is forcing the keys to become unbound. When we can find out what is happening it might be an easy fix. We are experimenting with some more logging information internally to help us pin it down.

I’m sorry I have no better news but I will keep trying hopefully we can get it fixed soon!


(Naxxus) #25

[QUOTE=FireWorks;540248]I expected something like this in the background and thank you for going into details about it. From my observation at least one of the bug causing instances is the kick vote. Each of the 5 kick vote I could see pass (they rarely do) left a ghost on the server. This is why I am so furious about this bug - to me it seems absolutely reproducible.

Is there a logfile I can check and upload? Isnt there a server logfile you can check for connecting players etc if we provide you with server name and time?

Thanks again for replying to us![/QUOTE]

Thats Ok man it’s good to keep you guys up to date! We have tried a lot of different things with kick votes to try and see if we can get a ghost player to linger but nothing has proved to do it yet. It is one of my main focuses for the next update and I will keep trying. We have looked at server logs and there isn’t anything incriminating in there. The client side log file will just say that you can’t join because it is full because that is what it is being told from the server so the client log is not useful unfortunately.

I’m sorry it is winding you and many other players up but we are trying very hard to fix this issue. I will keep you posted if there is any more progress!


(ZGToRRent) #26

Maybe array of player id’s on the server is not refreshing as fast as it should. Sometimes I think, it depends of game state like, refresh after warmup, refresh after round, refresh after map etc.


(FireWorks) #27

These timings seem pretty critical. See similar issues with other UE3 games.

I also heard that UE3 triggers default inis when the daylight saving times switch.

What about dropping more detailed infos about connecting players and their actual status into the log files?


(Naxxus) #28

Sorry for the slow reply I have been quite busy. I am chasing up this issue we are adding more logging info to the servers in the next update to help track it down. I will keep you posted when I find out more. I might suggest a sticky and some point on bug updates but we’ll see. Thanks for the help guys!