SVN bugs (r7055 client+server)

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SVN bugs (r7055 client+server)

Postby Bobbo » 01 Jan 2015 22:43

Kicking in SVN only works if you currently have melee as a weapon, ie, spawnweapon 0. Although, you don't have to be using it at the time. As long as spawnweapon is 0, you can slide into people like normal.

Animation for third person punch is wrong as well. It looks like you're half swimming the the left arm is jumpy.
However, I suspect the animation issue is something else and is a problem with all weapons which I'll cover in another topic.
Last edited by Bobbo on 02 Jan 2015 10:49, edited 1 time in total.
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SVN bugs (r7055 client+server) - kickstyle

Postby Bobbo » 01 Jan 2015 22:53

kickstyle 0 in svn is just broken.

I reported this a while ago but I'm re-reporting it.

Essentially, when kickstyle is 0, wall kick doesn't work properly, regardless of the angle you look at the wall (in terms of head pitch) you always wall kick.

When wall running and then jumping, you always jump straight up, losing all of your velocity.

The intended behaviour of this is that of 1.4
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SVN bugs (r7055 client+server) - animations

Postby Bobbo » 01 Jan 2015 23:04

Animations for the following things are wrong:
Flamer reload - In 3p (which is what everyone sees everyone else does) the fuel canister is never removed from the weapon unlike in 1p
Rocket, see attached
Sword - This is better than 1.4, but still isn't quite right. I'm really wondering why these are different given swords do hitscans on their animation path (as far as I understand it).
Punch - Looks like your opening a door, or stabbing someone standing behind you on your right in third person, which has the same issue as sword.

It seems like this is probably the cause of a lot of problems relating to aiming issues and things not happening like you'd expect.
Attachments
1procket.png
3procket.png
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SVN bugs (r7055 client+server) - minor things

Postby Bobbo » 02 Jan 2015 00:07

A list of minor things which are still problems in svn, bold asterisk ones are "opinionated".

*Kamikaze - This is still a thing, I thought it was getting removed for 1.5? Oh pretty please.

Flag bounce of edge of maps. In 1.4, if you tossed a flag out of map boundaries they'd bounce back in the direction they hit the boundary at with a little less speed. I ask you to change it so flags wouldn't bounce up and down off the top of the map and you made this change. Except now flags will reset if they go out of the sides; I can't remember if we had this conversation before but I think this is a little unfair as it opens up lots of opportunity for quick flag toss resets which are already common on maps with bottomless pits.

*Apparently thirdpersondist maximum value has dropped down to 20. I personally never noticed but boozky complained about it so I'm mentioning it here.

In thirdperson, when you're wall climbing (looking straight up) if you drop a flag it'll stick to the wall. If you do this in first person it'll fall.

*shotgun2 sound, it's really weird, it sounds like tiles being broken and doesn't fit well at all. Can this be changed back please?

*Now when in zoom you can move at normal speed, and parkour and everything else like normal. I think this is too much movement and will bring about ninja-sniping type shots, where the cook time won't help against 'quick scoping', as you have the freedom to move. But maybe I'm wrong, I haven't played with it enough
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Re: SVN bugs (r7055 client+server) - minor things

Postby shirepirate » 02 Jan 2015 04:07

i can confirm melee kicking seems to be broken
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Re: SVN bugs (r7055 client+server) - minor things

Postby qreeves » 02 Jan 2015 05:59

shirepirate wrote:i can confirm melee kicking seems to be broken

Fixed now in r7056.

As for animations, there isn't much we can do there without someone who can animate it all correctly.
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Re: SVN bugs (r7055 client+server) - animations

Postby Unnamed » 08 Jan 2015 17:19

Bobbo wrote:Rocket, see attached

Are these animations better?
rocket_animations.zip
(27.74 KiB) Downloaded 65 times

Bobbo wrote:Sword - This is better than 1.4, but still isn't quite right. I'm really wondering why these are different given swords do hitscans on their animation path (as far as I understand it).

It is not that easy to make an animation with exactly the same path.
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