Deaod / UTComp

A mutator for UT2004 featuring warmup, brightskins, hitsounds, and various other features.
GNU General Public License v3.0
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Onslaught and Vehicle CTF Forces Player Model regardless of settings. #5

Open CaptNGage opened 4 years ago

CaptNGage commented 4 years ago

Hiya. I'm glad to see this project still being maintained! Although there has been some issues I've encountered on my own.

Regardless of any server/client setup I can find. Your own player model gets forced to another. This issue only seems to happen in Onslaught, VCTF. Possibly any gamemode with vehicles involved. I'm not sure if it's intended or not.

CaptNGage commented 4 years ago

An amendment to above. I've also noticed performance degradation overtime, as you play on maps with vehicles involved. Seems fine for the first few minutes but after awhile, especially on Onslaught. The framerate trickles down to low frames.

zenakuten commented 2 years ago

This is the culprit of the performance degradation. It also causes the server to crash given enough time or players/bots entering vehicles. I believe it is ultimately a memory leak.

     function DriverEnteredVehicle(Vehicle V, Pawn P)
     {
        SpawnCollisionCopy(V);

        if( NextMutator != none )
            NextMutator.DriverEnteredVehicle(V, P);
     }

Shouldn't the copy be removed when the player exits the vehicle? What about when the vehicle dies?

I wasn't sure how to resolve it so I removed this function in my local version, with the caveat that NewNet features don't work on vehicles. You have to led your target like there was no ping compensation. That's OK though, vehicles are big and slow.