Digital Paint Discussion Board
Paintball 2: The Game => Help and Support => Resolved Help & Support => Topic started by: {appy Hamper on April 09, 2007, 08:42:31 PM
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Is there a server-side setting that blocks the scores menu? This happened to me the other day when I joined a game. I couldn't see any scores, and I also couldn't see the line across the middle of the screen that comes up when you kill someone and/or are killed by someone.
Is this a build16 issue?
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Was this in one server that you joined or in ever server you joined?
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just one. but it's happened before on other servers, so I should say "just one at a time."
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Is this a build16 issue?
I don't think it is because I used build16 for a long time and never had that problem. If it is a bug you could update to build17 pretest 3.
If you leave a server it happened in and then go back in does it still happen?
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{appy, can you remember who's server that was. Cuz I remember having that same issue, but I can't remember who's server it was.
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If it happens to me I just leave and come back and it most of the time fixes it
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Yea, that doesn't work for us. Unfortunately.
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{appy, can you remember who's server that was. Cuz I remember having that same issue, but I can't remember who's server it was.
I can send you the IP. He was playing by the name Chewbacca or something like that. I think it's happened on G3KO's too.
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Chocobo Killer. I saw that one up the other day. Didn't join it because I was rendering this (http://dplogin.com/forums/index.php?topic=5762.0). But yea, G3KO's server sounds right.
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I've found it happens occasionally on any server.
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This one isn't occasional. It is a 90-95% chance that this will happen on this one guy's server. And it happens to everyone on the server, except the host.
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The same thing happens at our school. Almost always only the host can see the scores.
I thought it was because the DP directory was readonly, but I'm not sure. ??? I'll try and reinstall Digital Paint (a read-writable version this time) tomorrow.
EDIT: I was able to reproduce the problem by running the server program from a mapped network drive. It's independent from whether the directory is readonly or not.
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When this happens, do you see any death messages at all? My guess is 1 of 2 things is happening:
1) Your "msg" setting is set too high and it is skipping all death messages. The client side scoreboard needs these messages to adjust the scores on the fly.
2) During your connection to the server, your userinfo data is somehow getting corrupted or truncated, so it's not passing the build number correctly and the server is treating your client like an old Quake2 client, which doesn't have a client-side scoreboard.
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I would think probably #2, because it's only one or two servers that it happens on.
--just in case-- what's the command for lowering msg?
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msg 0
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I can see all death messages at the top and in the console. Only the messages in the center are missing, so I think it can't be msg. Also when a round is over, you see a white "Flag captured. Round ended." message instead of "Fllag captured by ..." in the winning team's color.
I reinstalled in our school today so that the Digital Paint directory is on the harddrive and read-writable. Didn't help :(. I'm using unchanged configs (except for the player name, timelimit and ffire).
jitspoe: Is there a command to log all network traffic in Paintball2?
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Recording a demo basically does that, but only the traffic sent from the server to the client, not what the client uploads to the server (which I think is where the problem resides).
Try this -- have somebody sit on the server and watch when you connect -- see what build number it says you're using when you connect.
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When the problem is there, "build 0". Rarely it says "build 16" and then everything is fine.
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I wonder what causes that. I don't know why it wouldn't receive the data like any other server, unless it has a firewall or virus scanner filtering the packets.
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When the problem is there, "build 0". Rarely it says "build 16" and then everything is fine.
"build 0" = the ZGH hack
that may be coincidence. I'm not sure what causes it.
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No, ZGH shows up as build 16.
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Actually, we had an epidemic of it in the dorms. When one of them connected it would say "Player entered the game (build 0)"
I think the hack is based off build 16, so may be recognized as build 16.
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This is the connect packet of a connection where it went wrong. The packet itself seems correct, though:
00000000 FF FF FF FF 63 6F 6E 6E 65 63 74 20 33 34 20 35 ÿÿÿÿconnect 34 5
00000010 36 38 36 35 20 31 34 35 30 35 20 22 5C 6E 61 6D 6865 14505 "\nam
00000020 65 5C 6E 65 77 62 69 65 5C 73 70 65 63 74 61 74 e\newbie\spectat
00000030 6F 72 5C 30 5C 62 75 69 6C 64 5C 31 36 5C 68 61 or\0\build\16\ha
00000040 6E 64 5C 30 5C 73 6B 69 6E 5C 6D 61 6C 65 2F 70 nd\0\skin\male/p
00000050 62 32 62 5C 72 61 74 65 5C 32 35 30 30 30 5C 6D b2b\rate\25000\m
00000060 73 67 5C 30 5C 66 6F 76 5C 39 30 5C 67 65 6E 64 sg\0\fov\90\gend
00000070 65 72 5C 6D 61 6C 65 22 0A er\male".
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That packet reached the server? Or that was just the packet sent?
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All packets arrive in the expected order and with unchanged contents.
... Wait. I just recognized how you can easily reproduce the scores problem:
- Start a server.
- Add bots until the player limit is reached.
- Connect to your server.
- The new connection replaces one of the bots. The userinfo doesn't seem to be updated...
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Ah, bots. Yeah, bots aren't designed for public use yet.