Maescool / Catacomb-Snatch

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Rail droids mp sync #937

Closed Delvar closed 12 years ago

Delvar commented 12 years ago

Fixed some multi player sync issues. Issue #930

Maescool commented 12 years ago

Can you merge again? Screen abstraction broke this pull request

Delvar commented 12 years ago

ok ill do that tomorrow its already 2 am here lol :)

Maescool commented 12 years ago

@Delvar reminder :)

Delvar commented 12 years ago

yeah sorry been ill most of this week, ill do it now :)

Maescool commented 12 years ago

no problem buddy :)

Delvar commented 12 years ago

ok re-based all that work.. well it was like 2 line changes but hay! :) iv tested local MP for 15 mins and no desync when picking up/putting down/swaping turrets /to/from rail droids :)

Maescool commented 12 years ago

did you check if harvesters do their job? :) i noticed that yesterday in singleplayer, they weren't picking up anything

Delvar commented 12 years ago

nope they dont. cant see a way to fix that really, as carried entities are removed from the level so are not picked up by the coins so they dont interact at all. i think the only way to fix it would be to make the droid proxy the calls to what it is carrying.. ie implement LootCollector then on all interface calls do if ( Carried != null and carried isinstance of LootCollector) { carried.xxx() }.

ill try that now though probably not the nicest way to do it lol.

Delvar commented 12 years ago

ok done that, i noticed another bug... you cant pick up spawners now. duno why i didn't notice that.

well at least turrets and harvesters work now.

:(

Delvar commented 12 years ago

fixed the ability to pick up spawners and fixed the Highlight/Selected to also work with Team.Neutral

Maescool commented 12 years ago

i just noticed that when i carrie turrets, they are firing again.. should not be.. (not sure if is fixed in this merge)

Delvar commented 12 years ago

erm yeah i made them do that ages ago :) i like it :) you want me to force a check like the harvesters money bar?, if carried by a player stop working?

Maescool commented 12 years ago

We did disable turret fire when carried to make the game harder :) was voted

Delvar commented 12 years ago

i have noticed in this build a few null pointer exceptions when some bats die, i dont think this is my doing and seems to be an issue with the entity being out of bounds and level.getTile returning null.

Exception in thread "Thread-5" java.lang.NullPointerException at com.mojang.mojam.entity.mob.HostileMob.tick(HostileMob.java:108) at com.mojang.mojam.entity.mob.Bat.tick(Bat.java:20) at com.mojang.mojam.level.Level.tick(Level.java:340) at com.mojang.mojam.MojamComponent.tick(MojamComponent.java:768) at com.mojang.mojam.MojamComponent.run(MojamComponent.java:442) at java.lang.Thread.run(Unknown Source)

Maescool commented 12 years ago

consensus can be, only fire when carried on level 1 but else people are going to run arround with turret.. like a frikking aimbot

Maescool commented 12 years ago

is in your version.. in the build i got.. no problems..

Delvar commented 12 years ago

for the bar null pointer its happened twice tonight in about an hours of play using the Dev TMX map.

Delvar commented 12 years ago

well iv just disabled the turret shooting completely, im on irc now so hit me up if there is anything else you want doing :)