Schmurk Report post Posted January 10, 2008 The patch is on the CVS. However, there's a bug about the display of the new exp: http://el.beplacid.net/bugs/view.php?id=58 Share this post Link to post Share on other sites
kibora Report post Posted January 10, 2008 Your sure? It doesn't seem to be updated. And i can't login on berlios. Anyway found a small bug in stats.c the second watch_this_stat==11?glColor3f(1.0f,0.5f,0.5f):glColor3f(1.0f,0.5f,0.2f); should be: watch_this_stat==12?glColor3f(1.0f,0.5f,0.5f):glColor3f(1.0f,0.5f,0.2f); and the next group should be: watch_this_stat==13?glColor3f(1.0f,0.5f,0.5f):glColor3f(1.0f,0.5f,0.2f); As for the XP, wait until the server starts sending such info Share this post Link to post Share on other sites
Schmurk Report post Posted January 10, 2008 Your sure? It doesn't seem to be updated. And i can't login on berlios. It is. Anyway found a small bug in stats.c the second watch_this_stat==11?glColor3f(1.0f,0.5f,0.5f):glColor3f(1.0f,0.5f,0.2f); should be: watch_this_stat==12?glColor3f(1.0f,0.5f,0.5f):glColor3f(1.0f,0.5f,0.2f); and the next group should be: watch_this_stat==13?glColor3f(1.0f,0.5f,0.5f):glColor3f(1.0f,0.5f,0.2f); It is already like that. As for the XP, wait until the server starts sending such infoWhen I fire some arrows there's no xp that is displayed but the server inform me that I've change level. I have to quit the game and relaunch it in order the xp is taken account.So I supposed it was a client bug but it's maybe a server one... Or maybe the messages between the server and the client are not the same so this can explain the problem... Share this post Link to post Share on other sites
bluap Report post Posted January 10, 2008 Anyway found a small bug in stats.c Sorry both, I fixed that in CVS when I saw it just after Schmurk checkin. I assumed you'd both see the berlios email so I didn't post here. Share this post Link to post Share on other sites
Schmurk Report post Posted January 10, 2008 Ok ty bluap. @kibora: I've moved the computation of the target position from missiles.c to actor_scripts.c in order to handle some things like for example special fires (misses, criticals...). Anyway, to do that, I've added the ID of the target actor in the actor structure to pass it to the next_command() function. I've seen that you already have an ID for the counters but I don't know if we can merge the 2 IDs to use only one. Mine is set to the target each time the actors aim or fire at someone else and is set to -1 if the server tells to aim/fire at a fixed position. If it's compatible with your code, please tell me in order I remove one of the 2 IDs... thx Share this post Link to post Share on other sites
kibora Report post Posted January 11, 2008 I believe there shouldn't be a conflict. But since you set it to -1 could you add some sort of verification if act1 (the is_death_message function in counters.c) is non zero Share this post Link to post Share on other sites