<Self_Destructo> Ok, my server has been upgraded to 0.2.8.2 finally
<Self_Destructo> both .1 and .2 are very buggy....?
<Self_Destructo> I was wondering id it was possible for someone else to take the settings to my server and try to figure out if it is the settings that cause the wall bugs to happen
<Self_Destructo> is anyone here willing?
<Self_Destructo> no one?
<Self_Destructo> man, you guys probably hardly ever test your bug fixes and stuff with high speed and rubber settings do you guys?
<Self_Destructo> because the more fortress bugs you fix, the more high speed and rubber guys complain about bugs.
<Self_Destructo> ok, don't talk to me then
Buggy settings...?
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Buggy settings...?
No time to post or talk, so I just copied and pasted out of IRC...
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I think the death without rubber usage is a bug currently being sought on the bugfarm servers. At least, I've seen commit messages that say "hopefully this fixes death without rubber". 
If that's the biggest bug, we'll probably need server-side recordings to match the client-side recordings.

If that's the biggest bug, we'll probably need server-side recordings to match the client-side recordings.
Check out my YouTube channel: https://youtube.com/@davefancella?si=H--oCK3k_dQ1laDN
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Be the devil's own, Lucifer's my name.
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Yeah, recordings would help, don't forget to state the exact version they're recorded with.
The rubberless deaths should only happen in wild fights, when close to other players. They're fundamentally unfixable in the current architecture, I tink in current SVN I've done everything that's possible to make them as improbable as possible (pending further bugs in the implementation). One thing that can be done still would be to disable ping charity on the server. The clients' cooperation is required, unfortunately.
The rubberless deaths should only happen in wild fights, when close to other players. They're fundamentally unfixable in the current architecture, I tink in current SVN I've done everything that's possible to make them as improbable as possible (pending further bugs in the implementation). One thing that can be done still would be to disable ping charity on the server. The clients' cooperation is required, unfortunately.
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Ok, good to know.Lucifer wrote:I think the death without rubber usage is a bug currently being sought on the bugfarm servers. At least, I've seen commit messages that say "hopefully this fixes death without rubber".

It's currently not possible to get server side recordings, sorry.Lucifer wrote:If that's the biggest bug, we'll probably need server-side recordings to match the client-side recordings.
Oh, I forgot: rubberless death occur when cycle A hits the wall of cycle B, but it turns out that in game time, cycle B should have been there later, so B should have been the one getting stopped by rubber. If B did a turn in the meantime, that cannot be arranged; right now, B is killed instantly.
There would be two other options: We could let A pass through B's wall, or we could ignore the fact that A should have been there first legally and stop A. The latter may be the favorable option on high rubber servers; with low rubber, by the time the update about hitting the Wall arrives at A's client, the cycle is already dead, but with high rubber, he's got a chance. We could arrange that with an option.
There would be two other options: We could let A pass through B's wall, or we could ignore the fact that A should have been there first legally and stop A. The latter may be the favorable option on high rubber servers; with low rubber, by the time the update about hitting the Wall arrives at A's client, the cycle is already dead, but with high rubber, he's got a chance. We could arrange that with an option.
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- Self_Destructo
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