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PostPosted: Fri Sep 19, 2014 11:39 pm 
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I want to report a bug with cover deploy which is not fixed since v0.95.
If you are equipped with shield/med pack and 2 pcs cover deploys using one of them they are still shown as a 2 pcs. no matter that you already used one. You must to throw them out of your backpack to stay only one of them on the ground.
But this is the better part of the problem. From this follow three other bugs:
1 st: if you do not discard the second one manually your accuracy is as your backpack is over than 100% no matter that you already used one
2 th: if you use both cover deploys one of them is still shown in your backpack and continuing playing if you try to use it again game crashed.

Wasn't sure which files are important about fixing the issue, so I've added a few extracted files with all needed .log files inside:

Hope, you'll fix this bug with the next version.


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PostPosted: Sat Sep 20, 2014 3:31 pm 
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The crash dump is at least pointing to the same place which have caused the weaponless armory/stash interaction crashes, so chances are that one has become fixed in my dev build but I do want to verify it.

I'm trying to follow the procedure to reproduce the bug, correct me where I'm going wrong! :)

1. Start a single player quick match, I went Keepsake Bay
2. Press esc to enter the background game and go to an armory
3. Pick one riot shield (tap LMB to equip) and two sandbags (RMB to backpack)
4. Leave armory, access inventory and equip sandbags from backpack (with LMB) (I have 4k XP so my equipment slot allows me to have 2 sandbags, it's 2/2 now), no sandbags are left in backpack
5. Switch to secondary weapon which takes the sandbag in hands, deploy the sandbag, now I've got 1 sandbag left in hands, none in backpack
6. Dropping sandbag on ground leaves none in my equipment, one on ground
That at least goes as expected.


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PostPosted: Sat Sep 20, 2014 7:37 pm 
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Well you say that you've started reproduce the bug at SP, but actually I haven't tried it on SP/ quick matches. It happens only while I playing in online servers. So I tried to reproduce the bug in SP, but everything is fine, bug is gone.
Then I tried the same again at one online server and it happened over again.

In order to see what I mean I made a short video and here is the link with the latest log file/s related with the error+video what's going on: http://www31.zippyshare.com/v/64070291/file.html(game crashed at the end of the video when I tried to use again that cover deploy which already been used)


My compliments for everything you do! :)

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PostPosted: Sun Sep 21, 2014 8:40 am 
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Thanks for the video, that helps a lot with understanding how it's done.

I still however can't reproduce it, not with 0.98.2 nor with upcoming 0.98.3.

I think what's happening is that you have those two sandbags, one in equipment and one in backpack, but the server thinks you've got them both in equipment, for some reason. When you deploy the first, the server considers you holding the other one in hands, so you can in fact deploy it even if your local game appears confused about it. Once you've deployed both of them, you can apparently equip the one in inventory and try to deploy it, but nothing becomes deployed as the server doesn't have any item to deploy anymore. That's my assumption at least.

It's a good thing it's just a cosmetic issue so you're not generating new sandbags at least. What triggers it to happen would need more investigation, and, it's probably related to those issues when you see yourself not holding a weapon at all but can still shoot, for example.

What happens if you drop that non-working sandbag? Does it disappear or can you pick it up again?


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PostPosted: Sun Sep 21, 2014 12:28 pm 
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pasik wrote:
What happens if you drop that non-working sandbag? Does it disappear or can you pick it up again?
Damn, yea, I completely forgot to mention it, and it was important to say. It disappear, nothing on the ground.

Usually I always throw out one that has already been used, but if I am in the middle of the battle sometimes I forget about it and if I try to use it again bug appears. :?
The same applies to the firing while wearing "ostensibly" one cover deploy+another picked item and my backpack capacity is shown as being less than 100%. I see my bullet traces, hitting the enemies repeatedly, but they aren't affected of my shooting. To fix things I must do not forget to throw the used one, however sometimes this trick doesn't work - in my backpack is shown only one cover deploy, but my accuracy is still bad so only reconnection/going to armory and "sell" this nonexistent cover deploy really fix the issue.

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PostPosted: Thu Mar 05, 2015 3:10 pm 
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Maybe this isn't the best decision, but I decided to use this exact thread, because this one bug is also related to the cover deploys. Sorry if I'm wrong.

On the matter: I found it on the latest version - there are a lot of places(mostly on the corners of the roofs) where you can't deploy properly things as sandbags/mg's, etc. Whatever you trying, the deployment angle remains wrong. Just somehow the sandbags position is badly oriented.
Pictures below:
Spoiler:
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Also may I ask is there any progress on that earlier reported bug, which can be seen more than half a year?
Btw the same happens with the medpacks - if you pick two of them from the ground then heal someone they still remain as a two and not as a one, so that you have a invisible item in the backpack which might hinders you from shooting. So that you must use the same trick to remove it. ;)
Speaking for online gaming only, SP is fine.

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PostPosted: Thu Mar 05, 2015 4:08 pm 
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DIO wrote:
Also may I ask is there any progress on that earlier reported bug, which can be seen more than half a year?
Btw the same happens with the medpacks - if you pick two of them from the ground then heal someone they still remain as a two and not as a one, so that you have a invisible item in the backpack which might hinders you from shooting. So that you must use the same trick to remove it. ;)
Speaking for online gaming only, SP is fine.

Unfortunately not, it's still not clear how to reproduce it reliably to study it. I'm sure it happens because the local status of the inventory becomes off-sync from what you have in reality on the server, and it won't sync again until OOS happens or when you drop everything.

The question remains: how to actually trigger this? Is there a relation to buying the stuff from armory or picking them up from ground? Is it possible there are local items in some cases, items that have already been cleaned up on the server, and those could be picked up so that you'll have stuff locally that you don't have on the server? All item interactions should be happening authoritatively by the server by design, but who knows if I've used a shortcut somewhere in the depths of implementation. It's really hard to fix when I don't have the slightest clue where to look.

Some efforts to hide the problem could be done by doing some checks every now and then if the local backpack / equipment is what the server says they are, and if not, force the situation.


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PostPosted: Wed Mar 11, 2015 2:11 am 
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I'd only say that it happens with the sandbags from the armories. But this statement also needs more evidence. To date I tried to reproduce it with some found on the ground without success.
However, the exact opposite is the case with medpacks taken from the ground - it happens only with those ones.
Did I ever mentioned that the same problem applies to almost all deployable items such as mg's/minugun's/mortars?

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PostPosted: Wed Mar 11, 2015 10:38 am 
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DIO wrote:
Did I ever mentioned that the same problem applies to almost all deployable items such as mg's/minugun's/mortars?

I'm sure it does apply to all of them, there shouldn't be anything specific about sandbags vs the other deployables, or even medikits, they all behave very much the same in terms of usage logic, them being collectable secondary weapons which get consumed on use, they are all made from same weapon behavior class.

The fact that it doesn't reproduce every time suggests the problem starting very early on (locally receiving and accepting an item which you don't in fact receive on the server, so you'll have a ghost item without you knowing it), or, there's some really nasty timing issue with sync packets or whatever that it happens only very late at the moment of consuming (you successfully deploy a resource on the server, the item gets properly consumed on server side, but for reason x you locally don't experience item consuming taking place, leaving you with a ghost item).


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PostPosted: Wed Mar 11, 2015 12:36 pm 
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pasik wrote:
The fact that it doesn't reproduce every time suggests the problem starting very early on (locally receiving and accepting an item which you don't in fact receive on the server, so you'll have a ghost item without you knowing it), or, there's some really nasty timing issue with sync packets or whatever that it happens only very late at the moment of consuming (you successfully deploy a resource on the server, the item gets properly consumed on server side, but for reason x you locally don't experience item consuming taking place, leaving you with a ghost item).
For sure it must be the first reason, since you can carry that "ghost item" indefinitely and the problem occurs only if you try to use it.
Hell yeah, this particular X reason makes me crazy. :evil:

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