[0] nemostultae core dumped ~*SP*~Tress for 5 points.
[0] nemostultae was awarded 5 points for conquering the enemy base.
...
[3] nemostultae: BUG didn't get any points
[0] nemostultae was eradicated by its collapsing zone.
[3] nemostultae: I got 5 last round
[3] nemostultae: wait, I'm not even on the team score list
[3] nemostultae: BUG I'm not on the team score list.
Interesting, but I'm afraid this is clientside, too. The score list is built from the team and player lists locally. Maybe nemo's team did not get transfered (he must have had one, otherwise he would not have been spawned). I suppose there is no clientside recording?
I'm testing the new code that removes idle players (chatbot or just AFK) from the team on fortress. It should remove you from the game after one round plus some seconds for chatting. A known current bug is that sometimes, the one round is not required. It should be fixed after the next reset.
By chance, I caught one of the "Team not appearing on list" bugs and fixed it. The reason whas that your own player would not accept sync messages from the server. The team actually gets added to the team list only after you join it locally, and no sync, no join. The fix is in nNetObject.cpp.
More symptoms of this: my Ping was displayed as zero, and I was not on a team on the score table.
The guy best known as [ffe]Pimp has been IP-banned from the test server. Every time he appeared, he was eventually vote-kicked into temproary banishment. If it wasn't for the frequent restarts and non-persistence of bans in recording mode, he'd be auto-banned for days every time that happens. Bit of a shame since he's a good player.
On happier news, the time-out function that waits for players to stop chatting is back. This time, it only listens to the team leaders, so there is less potential abuse.
the time-out function that waits for players to stop chatting is back. This time, it only listens to the team leaders, so there is less potential abuse.
who is team leader?
does this mean if one person talks, the server waits otherwise it continues?
also, several times tonight the server froze at the end of the round, just the black screen with some talking. much longer than normal restarts
The player who is on the team longest. The guy in the middle.
gnorty wrote:does this mean if one person talks, the server waits otherwise it continues?
Only if it's one of the team leaders, and only before the round has started.
gnorty wrote:also, several times tonight the server froze at the end of the round, just the black screen with some talking. much longer than normal restarts
That's the effect. There should be a message saying "Waiting for up to X seconds for Y to finish chatting" to tell you what is going on. And a while ago, I increased the time the server waits for clients to sync because there were lots of clients that could not keep up.
The same happens reproducibly when you set your network bandwidth rate really low. The client initializes the map before it gets the right size command. I'll have to rework the "wait for sync" code to fix it, but the effect usually only hits in the round you don't play on anyway, so I'd suggest we live with it for now.
FEATURE: hang was in chatbot mode for longer than one round. The server removes those players from the game now. Of course, the thresholds are configurable.
The long sought after one where your client disconnects from the server without reason? Sure it's not the server restarting? (Well, I've got to ask that.) I guess that would be worth it then. If you don't have a place to put it or don't want to split it for the forum, mail it to manuel at moosnet.de.