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Fixing Tests #1204
Fixing Tests #1204
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…ers; also, a certain test that terminates an actor when a mostly unrelated entity has its propertries changed from default, just weird
Are there specific things you'd like us to test? Or is this more making sure that things in general are behaving as expected with all the changes together? Saw your note on the one commit about how some that pass on their own but fail in cluster, so assuming the latter but thought it best to ask. |
All together, general. I will update here if anything specific crops up from my personal observations of the code. |
…uld have been retained from parent structure; moving handling case from individual player modes to session actor, which makes it much closer to the pattern
I've reviewed the code that was ported from 2163710 (the original parent of the The big change for
This grows out of scale the more actions on a message that are needed to be changed. To cut down on this growth becoming cluttersome, I insert a strategy in between that
... and, This is why the instability reported is confusing to me - none of the behaviors changed, only a level of redirection was applied. I hope to explore this more. |
Why did I use a whole comment to explain the strategy pattern? |
Implants appear to be active when players spawn. |
Router still not deploying, but this time when it pretended to I could no longer get out of the vehicle. AMS still required the double 'B' press. Implants still show initialized on spawn when they aren't ready yet. |
When you place a boomer and drop the trigger you still own it, which means you cannot use jammers to blow those up. |
What is this? BFRDamage.mp4 |
Tastes like collision damage. You shouldn't dance around titan twinkletoes. |
…have to fight with themselves for the ability to deploy
…his been not working?)
Boomers should de-own properly and vehicles should deploy properly. |
Yep those are working again. |
I noticed that boomers with dropped triggers blow up when an owned boomer next to them blows up. |
Shouldn't they? |
Pretty sure they never did that, that's why people brought jammers. I just checked and this behavior is also present on the regular server. But if it gets fixed in this PR we won't need a separate issue for it. |
…or something; didn't use it for anything; boomers are no longer responsive to explosive sympathy
Boomers should no longer explode because something else exploded nearby them. This means that the only Boomers that will detonate due to an EMP are the one caught in the initial radius. |
Jammer interaction is good. |
I think this is satisfactory. I had to change up the way explosives were being handled and even added an additional flag because treating jammered explosives the same as jammered everything else was producing too many inconsistencies. One thing I did notice is that, while I was testing disruptor mines, and was attempting to place a bunch of various deployables close together, the client seemed to think that I should be able to place jammer mines and standard HE mines closer together than their shared group interference range suggests. Does it use the deployable interference range first? I feel like exploring this will take even longer than what I wish to spend on this already delayed interaction resolution and I wish to shift gears to exploring whether and why Amerish is a vehicle crashing nightmare. |
The invincible mine stuff is fixed and the overall boomer behavior is consistent. Mines also blow up by walking over them again. Is the fix for implants also in the works? |
Hi just wanted to chime in here. Im not experiencing issues setting up mines next to enemy mines: purposely mined a vs base recently with an nc friend. (Because Lol) Boomers get bugged sometimes and for whatever reason dont destroy or damage nc equipment (spawn tubes, generators, equipment terminals, medical terminals: while im discussing medical terms they dont auto repair when destroyed or damaged via facility ntu.) All testing is done as a tr player. |
Must've been on the main server then and not this test server. Over there it's not restricted and you can place enemy mines on top of each other. Here's the test server behavior: tmines.mp4 |
…d implants will appear as uninitialized when the character loads; passive initialized implants will always start as activate
Adjusting how implants work wasn't really within the limits of "fixing tests" but scope creep happened. |
Other than that, the timers seemed fine and implants stayed initialized after zoning/deconstructing as they should. |
Originally, this branch was dedicated to fixing as many reasonable tests that weren't resolving proper as possible.
While that goal shall remain, while the main server is being reserved for a prior build of itself for a stable May 20th event, the continuous integration test server for this PR will also be used for tuning of the main server so that the changes during spectator are just as stable. (Also, determine why it proves unstable in the first place.)
Anyone is welcome to hop on and test, within the limits of the unlocked GM commands. :)