xonotic-data.pk3dir issueshttps://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues2020-12-01T14:22:32Zhttps://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2458Possible issue with g_spawn_furthest2020-12-01T14:22:32ZSpike29Possible issue with g_spawn_furthestSome players on PsyX Duel reported a few oddities with the respawns (sometimes they feel like they respawn close from other players, even though `g_spawn_furthest` is set to **1**).
I noticed the same thing today, on Xoylent: https://w...Some players on PsyX Duel reported a few oddities with the respawns (sometimes they feel like they respawn close from other players, even though `g_spawn_furthest` is set to **1**).
I noticed the same thing today, on Xoylent: https://www.youtube.com/watch?v=yhWqjMCBgwE
PsyX Duel run on a recent Xonotic build (commit 9b66dec4f0fe91426c023de778bba3d2afe432a4), but not latest.Xonotic 1.0https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2422target_items issues2021-03-01T14:26:13ZMiriotarget_items issues* The keys *strength_finished*; *invincible_finished*; *superweapons_finished* do not work, it puts the default value (30) instead.
* Also there isn't a similar key for the buffs ("buffs_finished"?)
* If you run through another trigg...* The keys *strength_finished*; *invincible_finished*; *superweapons_finished* do not work, it puts the default value (30) instead.
* Also there isn't a similar key for the buffs ("buffs_finished"?)
* If you run through another trigger connected with target_items it is supposed to take everything that is not specified by *netname*. It doesn't take away buffs (tested speed buff only).Xonotic 1.0https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2303In round-based modes, the round should start immediately instead of waiting f...2024-03-27T12:35:12ZMariomario.mario@y7mail.comIn round-based modes, the round should start immediately instead of waiting for players to joinThis is especially an issue when testing maps locally, you're unable to fire or perform most actions since there's a "waiting for players on the X team" message showing constantly.This is especially an issue when testing maps locally, you're unable to fire or perform most actions since there's a "waiting for players on the X team" message showing constantly.Xonotic 1.0https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2176RL secondary randomly does not work2020-12-01T12:40:54ZMartin TaibrRL secondary randomly does not workSo far i've only seen it happen on a server (WTWRP votables) but i don't really play locally. It always persists for the whole match and is fine the next one. Restarting xon doesn't help. Disconnecting and going to a local game, it works...So far i've only seen it happen on a server (WTWRP votables) but i don't really play locally. It always persists for the whole match and is fine the next one. Restarting xon doesn't help. Disconnecting and going to a local game, it works, but connecting back it doesn't again. I asked other players but it worked for them except one game when Pio had the same issue at the same time.Xonotic 1.0https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2168Too easy to shoot floors/walls with g_shootfromeye 02020-10-19T08:05:24ZMorosophosToo easy to shoot floors/walls with g_shootfromeye 0g_shootfromeye 0 is default and used on most casual vanilla servers. While I understand the argument that it makes the shots look realistic it really breaks the gameplay because it's too easy to accidentally shoot floor or walls with pro...g_shootfromeye 0 is default and used on most casual vanilla servers. While I understand the argument that it makes the shots look realistic it really breaks the gameplay because it's too easy to accidentally shoot floor or walls with projectile weapons heavily damaging yourself. Crosshair blur isn't reliable enough cause you have no time to pay attention to the blur in heat of fast-paced battles.
The simplest solution I'd be happy with would be use g_shootfromeye 1 as default, but unfortunately most of xon devs are strongly against such decision which would enormously enhance the gameplay. Maybe there can be other solutions, but the current floor/wall shooting is totally unacceptable in a fast-paced game like xonotic.Xonotic 1.0https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2123CTS: HUD always shows 0th when settings a new record2023-01-28T16:01:03ZMirioCTS: HUD always shows 0th when settings a new recordTop of screenshot
![xonotic20181022191519-00](/uploads/db3db703c5c26c329006f5365cc428f7/xonotic20181022191519-00.jpg)Top of screenshot
![xonotic20181022191519-00](/uploads/db3db703c5c26c329006f5365cc428f7/xonotic20181022191519-00.jpg)Xonotic 1.0https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2121CTS: Speed award issues2018-10-22T16:23:15ZMirioCTS: Speed award issues1. If Player A sets the speed award in the current map and disconnects, his name gets removed from the scoreboard and it will show: Speed award: xxxx qu/s ()
If now a new Player B connects it will just put him into the () without even h...1. If Player A sets the speed award in the current map and disconnects, his name gets removed from the scoreboard and it will show: Speed award: xxxx qu/s ()
If now a new Player B connects it will just put him into the () without even having played a second.
2. If an anonymous player sets the speed award AND beating the *All-time fastest* in the current map, it will show the "Speed award" in the scoreboard but not "All-time fastest" (which is correct, as he is anonymous and can not be stored).
The problem arises now in following case:
Current All-time fastest: 1000 qu/s
Anonymous player sets: 1300 qu/s
If now a non-anonymous player gets >1000 qu/s but <1300 qu/s (in the same match) it will not be stored as *All-time fastest*Xonotic 1.0https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2068Can't call mutator hooks within other mutator hooks2018-07-21T07:07:41ZMariomario.mario@y7mail.comCan't call mutator hooks within other mutator hooksThis may sound odd, but we do it a lot with Damage() calls in other hooks, and the newly introduced Heal/GiveResource functions. The M_ARGV() parameters are globals, which means other mutator hooks will override them.
This can break in...This may sound odd, but we do it a lot with Damage() calls in other hooks, and the newly introduced Heal/GiveResource functions. The M_ARGV() parameters are globals, which means other mutator hooks will override them.
This can break in crazy ways, such as teleporting the owner of a hook randomly around the map when they attach it to a player in vampire hook mode.Xonotic 1.0TimePathTimePathhttps://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2057Dynamic lighting flashes too bright2021-12-15T02:08:30ZDerpDynamic lighting flashes too brightThe flashes when shooting in instagib with dynamic lighting enabled are way too bright.
Attached are examples of shooting with fake dynamic and realtime dynamic lighting.![fakedynamic](/uploads/946c6a3ee41ee7aa76dcc2df32b384a3/fakedynam...The flashes when shooting in instagib with dynamic lighting enabled are way too bright.
Attached are examples of shooting with fake dynamic and realtime dynamic lighting.![fakedynamic](/uploads/946c6a3ee41ee7aa76dcc2df32b384a3/fakedynamic.mp4)
![realdynamic](/uploads/379a3b6396f0b7b012bf7e0b5d7edb4e/realdynamic.mp4)Xonotic 1.0https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2041Random warning when quitting while inside a vehicle2018-06-26T11:28:45ZMariomario.mario@y7mail.comRandom warning when quitting while inside a vehicleSpecifically the spiderbot, I see this in the log:
```
VM_bufstr_get: invalid buffer 0 used in server
s195796: 3:5: STORE_F GLOBAL52046, GLOBAL52047
s195797: 3:5: IFNOT GLOBAL52046, statement 195799
s195798: 3:5: LT GLOBA...Specifically the spiderbot, I see this in the log:
```
VM_bufstr_get: invalid buffer 0 used in server
s195796: 3:5: STORE_F GLOBAL52046, GLOBAL52047
s195797: 3:5: IFNOT GLOBAL52046, statement 195799
s195798: 3:5: LT GLOBAL52064, Vehicles_COUNT (=5), GLOBAL52047
s195799: 3:5: AND GLOBAL52047, GLOBAL52047, GLOBAL52046
s195800: 3:5: IFNOT GLOBAL52046, statement 195811
s195801: 3:5: FIELD_F _Vehicles (=entity 0), .al_buf (=.al_buf), GLOBAL4
s195802: 3:5: STORE_F GLOBAL52064, GLOBAL7
s195803: 3:5: CALL2 bufstr_get (=bufstr_get())
3:5 : _Vehicles_from : statement 8
arm14:453 : vehicles_reset_colors : statement 189
./common/vehicles/sv_vehicles.qc:891 : vehicles_exit : statement 187
oop:1338 : _ClientDisconnect : statement 9
:238 : ClientDisconnect : statement 3
```Xonotic 1.0TimePathTimePathhttps://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/1993Teamless onslaught turrets have red waypoints2019-10-05T23:55:52ZMartin TaibrTeamless onslaught turrets have red waypointsTestable in ons on courtfun or other maps in the beginning before their control point is captured.Testable in ons on courtfun or other maps in the beginning before their control point is captured.Xonotic 1.0https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/1989Bots can't play nexball2021-09-07T08:47:32ZMartin TaibrBots can't play nexballIt's in the campaign so they should either be able to play it or it should be removed.It's in the campaign so they should either be able to play it or it should be removed.Xonotic 1.0https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/1892func_clientillusionary not working2024-02-29T02:14:20ZMiriofunc_clientillusionary not workingFor example in Courtfun: func_clientillusionary is supposed to make the texture that says "OBEY" and the texture "XON" to flicker, but instead it does not do anything which looks like this.![xonotic20170320185548-00](/uploads/103018dd4b3...For example in Courtfun: func_clientillusionary is supposed to make the texture that says "OBEY" and the texture "XON" to flicker, but instead it does not do anything which looks like this.![xonotic20170320185548-00](/uploads/103018dd4b35d32c9ffe4c9ff867da65/xonotic20170320185548-00.jpg)Xonotic 1.0Mariomario.mario@y7mail.comMariomario.mario@y7mail.comhttps://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/1879Show different damagetext when in InstaGib mode2017-07-16T06:30:33ZMariomario.mario@y7mail.comShow different damagetext when in InstaGib modeThe text could show current kill spree instead of the damage dealt.
Not sure of the implications of this (custom damagetext settings for different mutators...).The text could show current kill spree instead of the damage dealt.
Not sure of the implications of this (custom damagetext settings for different mutators...).Xonotic 1.0https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/1851Can see hud_shownames of opposing player(s) standing still through walls afte...2018-06-15T16:25:48ZMirioCan see hud_shownames of opposing player(s) standing still through walls after joining match(Only noticed this in warmup mode)
If you join a game you can see the name tag/health of enemies like teammates until you really see that player
(I joined Red, but see the Blue player tag)
![xonotic20170106233927-00](/uploads/fa...(Only noticed this in warmup mode)
If you join a game you can see the name tag/health of enemies like teammates until you really see that player
(I joined Red, but see the Blue player tag)
![xonotic20170106233927-00](/uploads/fafeff83f93a904958e8306d435cf08c/xonotic20170106233927-00.jpg)Xonotic 1.0https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/1831Movement (specifically turning) in demos is choppy on git2018-10-21T12:01:23ZramsesMovement (specifically turning) in demos is choppy on gitSeems to only show in demos while normal gameplay is fine. Showcase https://www.youtube.com/watch?v=Oq5NmAeWaAg <- this is recorded on local. Happens on every map not just stormkeep(however its quite easy to trigger it there - mega healt...Seems to only show in demos while normal gameplay is fine. Showcase https://www.youtube.com/watch?v=Oq5NmAeWaAg <- this is recorded on local. Happens on every map not just stormkeep(however its quite easy to trigger it there - mega health turn). Tested in both Linux and Windows. Xonotic 0.8.1 is completely fine. Showcase demo https://www.dropbox.com/s/7puiuyvee2mipox/choppy-demo.dem?dl=1Xonotic 1.0TimePathTimePathhttps://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/1768Overkill: Ammo HUD panel visible despite weapons not using ammo2017-07-16T06:32:14ZMartin TaibrOverkill: Ammo HUD panel visible despite weapons not using ammoIn overkill, the ammo panel serves little to no purpose, as no weapons use ammo.In overkill, the ammo panel serves little to no purpose, as no weapons use ammo.Xonotic 1.0https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/1709dedicated grenade keybind2022-07-24T20:14:24ZMatthias Krügerdedicated grenade keybindIn overkill, weapons cannot be dropped and and the drop weapon key is used to use grenades.
When I start a local server and use g_nades 1, drop weapon is used as well however this means that I cannot drop weapons which might be annoy...In overkill, weapons cannot be dropped and and the drop weapon key is used to use grenades.
When I start a local server and use g_nades 1, drop weapon is used as well however this means that I cannot drop weapons which might be annoying.
Some other servers use the hook key to activate a grenade.
Why not have a extra "launch grenade" key in the key bindings table, so that we can use grenades AND drop weapons AND make use of the hook at the same time, regardless of the server configuration?Xonotic 1.0https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/1697Broken flag carrier trails in CTF2020-08-09T02:31:06ZnitroxisBroken flag carrier trails in CTFThe flag carrier trails in CTF are buggy. Sometimes they go across the whole map (probably has to do with the enemy FC becoming visible again after they disappeared behind a wall?). It has been like this for years (Since they were added ...The flag carrier trails in CTF are buggy. Sometimes they go across the whole map (probably has to do with the enemy FC becoming visible again after they disappeared behind a wall?). It has been like this for years (Since they were added I guess), but I wasn't able to reliably reproduce it. It happens pretty much randomly and not very often. You can guess where the enemy FC is when the bug occurs, which kind of sucks in CTF.
However, I just noticed that it does happen with warp zones as well. Here's a video demonstrating the issue: https://s.nxs.re/flagtrails.mp4 . The rooms are separated by warp zones.Xonotic 1.0https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/1691tell players when they have been kicked/banned2018-10-20T14:50:20ZMatthias Krügertell players when they have been kicked/bannedI tried this on a local server with 2 clients. When I kicked my seconds instance via vote, it only said "Server disconnected" (the vote was also in stdout but let's just assume the server admin uses rcon or something like that).
IMO i...I tried this on a local server with 2 clients. When I kicked my seconds instance via vote, it only said "Server disconnected" (the vote was also in stdout but let's just assume the server admin uses rcon or something like that).
IMO it should explicitly tell a player when they are kicked/banned, or if the server was just shut down, etc.Xonotic 1.0