Open GoogleCodeExporter opened 9 years ago
I know this is crazy, but fixing this will break network compatibility since we
sent a flag to the client saying a loadout zone was found. This will have to
wait until 020.
I'm not sure of a proper fix - maybe send a TNL Vector<bool> with team ID as
the array index, and the value if that team has a zone...
Original comment by buckyballreaction
on 1 Nov 2014 at 3:28
The fix for this seems simple -- currently we have a flag that specifies which
loadout mechanism to use on a level. Instead of sending it with the level
info, we send it with the team info (name, color, etc.). But yes, this will
have to be a 020 fix.
Original comment by watusim...@bitfighter.org
on 3 Nov 2014 at 6:08
Actually... aren't all loadout zones known by the client? If so, the client
itself could determine what mechanism each team uses. If this is correct, we
could fix this in 019d.
Original comment by watusim...@bitfighter.org
on 3 Nov 2014 at 7:01
If this cannot be fixed in the 020 release, how about a warning prompt when
testing or exiting an applicable level that states, "One team is missing a
level, please address" or something like that? Similar to the warning prompts
provided for missing spawns, soccer balls in a non-soccer level, etc.
Original comment by Jomskylark
on 12 Jan 2015 at 3:04
Original comment by watusim...@bitfighter.org
on 12 Jan 2015 at 8:03
Original issue reported on code.google.com by
Jomskylark
on 20 Sep 2014 at 3:41