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AGM on Test


Do you like AGM?
Poll ended at Mon Oct 20, 2014 4:50 pm
Yes 82%  82%  [ 23 ]
No 18%  18%  [ 5 ]
Total votes : 28
68 posts in this topic
Posted: Sat Oct 25, 2014 7:33 pm     Super secret spam barrier
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Spent some time today trying to recreate the error, but no luck yet.

The error originates from within the AGM medical system, when checking to see if a target is slowed after taking a hit.  It checks damage against legs,

One possibility is that AGM is trying to apply the test to something that does not have legs.  It would be helpful if we keep an eye on errors especially when damaging non-humans.  It may be an unusual object that is either in our mission or one of our mods that the AGM folks have not considered.


Posted: Sat Oct 25, 2014 7:59 pm     Super secret spam barrier
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Apollo wrote:
By "do not load", he means delete or remove the agm_hearing.pbo file from the mod folder.
Right there we have a problem for fairness in TvT's.
AGM's devs have thought of that - while looking for AGM's equipment classnames I randomly came across a MODULE_F definition that includes
description = "What to do with people who do not have the right PBOs?";     
And then the options are "Warn once", "Warn (permanent)" and "Kick" --  So I guess you can just kick players who decide to disable certain PBOs? 


Posted: Sat Oct 25, 2014 8:35 pm     Super secret spam barrier
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Alexander wrote:
Apollo wrote:
By "do not load", he means delete or remove the agm_hearing.pbo file from the mod folder.
Right there we have a problem for fairness in TvT's.
AGM's devs have thought of that - while looking for AGM's equipment classnames I randomly came across a MODULE_F definition that includes
description = "What to do with people who do not have the right PBOs?";     
And then the options are "Warn once", "Warn (permanent)" and "Kick" --  So I guess you can just kick players who decide to disable certain PBOs? 

I've actually already put the AGM Required Module on the public server mission. However, I guess it only checks that some sort of 'core' AGM pbo is loaded, not all the individual ones.
Would you like to test it by removing your hearing module and seeing if you get kicked off the server? I'm betting you don't.


Posted: Sat Oct 25, 2014 8:38 pm     Super secret spam barrier
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lifetap wrote:
Spent some time today trying to recreate the error, but no luck yet.

The error originates from within the AGM medical system, when checking to see if a target is slowed after taking a hit.  It checks damage against legs,

One possibility is that AGM is trying to apply the test to something that does not have legs.  It would be helpful if we keep an eye on errors especially when damaging non-humans.  It may be an unusual object that is either in our mission or one of our mods that the AGM folks have not considered.

Thanks lifetap.

The server rpt file yesterday was actually rather large (900kb from memory), largely due to the AGM leg damage error which kept repeating - repeating more times than if players had been shooting rabbits for example. We should be able to run some controlled tests on a Dev set-up to isolate the cause and report it to the AGM boys.


Posted: Sat Oct 25, 2014 8:47 pm     Super secret spam barrier
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Quote:
By "do not load", he means delete or remove the agm_hearing.pbo file from the mod folder.
Right there we have a problem for fairness in TvT's.

What I actually meant by "do not load" is that AGM is designed to be modular, and if we decide we do not like a feature we can disable it. 

This does bring up an interesting issue of how to control it in TvT, along with the bikey "exploit" where the same author issues a number of mods using the same bikey.


Posted: Sat Oct 25, 2014 8:52 pm     Super secret spam barrier
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I agree Apollo, next step is to test on the dev server, especially as its occurring so frequently there.  


Posted: Sun Oct 26, 2014 8:21 am     Super secret spam barrier
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Something to consider; have noticed crashes occurring when players squeeze past one another in doorways etc and cause damage to one another... May just be coincidental, however could be worth checking?


Posted: Sun Oct 26, 2014 11:20 am     Super secret spam barrier
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Can I just add something here... I noticed yesterday pop up errors about missing bits of kit that people were trying to run, i.e. they had mods installed that were not on the Server/My client. Massi's UK:SFSG was one that I recognised.

Is it Bikey'd ? if people are not loading exactly what Apollo has prescribed.. i.e. off the PW6 Repo - all our testing is a total waste of time guys.

SJ


Posted: Sun Oct 26, 2014 11:33 am     Super secret spam barrier
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Actually, now that you mention it, I noticed that as well after the server was restarted due to the issues with Zeus and the radios. When I rejoined it stated that I was not running something from what looked like Massi's UK:SFSG, which isn't in the public repo. Is it possible that the Massi Nato and UK:SFSG packs have keys or settings that somehow allowed it to slip past the Bikey?

"Never turn down an ale, who knows if it may be your last."


Posted: Sun Oct 26, 2014 12:41 pm     Super secret spam barrier
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Ronin, don't use "collections" use the actual repo after a refresh for the pubbie.

The collections are supposed to update, but for some reason they don't always work

SJ


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