Should the multiweapon bug be fixed?

Discussions about UT99

Should the multiweapon bug be fixed?

Fix it!
6
60%
Consider an alternate solution
4
40%
Don't fix it
0
No votes
 
Total votes: 10

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Neon_Knight
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Should the multiweapon bug be fixed?

Post by Neon_Knight » Thu May 20, 2021 2:51 pm

For those of you out of the loop, these issues arose in the v469 Github issue tracker:

https://github.com/OldUnreal/UnrealTour ... issues/361

https://github.com/OldUnreal/UnrealTour ... issues/360

I wasn't aware of this bug at first, but there's an ambiguous situation here in play. On the one hand, this is clearly a game-breaking bug which could definitely be exploited, but on the other hand, some maps for mods such as BT and MH rely on them. Personally, I couldn't care less about it, but I'm aware that 1) I'm NOT the rest of the community, and 2) this is the kind of issue that should be discussed and the eventual solution be put a lot of thought into before anything is done.

Videos for those interested:

https://user-images.githubusercontent.c ... 7d0053.mp4

https://user-images.githubusercontent.c ... 7d0053.mp4

https://user-images.githubusercontent.c ... 06d844.mp4

https://user-images.githubusercontent.c ... 171390.mp4

So, should the multiwepon bug be fixed or not, or is there a chance to consider an alternative that cater to both sides such as an actor or switch?
Official (?) U1 v227/UT v469 .int and spanish localization fixer/maintainer. - Unreal Wiki
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ividyon
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Re: Should the multiweapon bug be fixed?

Post by ividyon » Thu May 20, 2021 3:18 pm

I'm specifically interested in whether there really are maps that actually *rely* on something like this, and if they're statistically relevant. Sadly I have no actual experience with UT99 MP to offer an answer.
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OjitroC
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Re: Should the multiweapon bug be fixed?

Post by OjitroC » Thu May 20, 2021 3:48 pm

I have no idea what happens playing on-line - so if the bug is fixed what happens in
1 a 469 server with 436 clients (+ 469 clients)
2 a 436, 440 or 451 server with 469 clients (+ 436 clients)
Would a bug fix affect all clients in both situations?

The situation that one would want to avoid is that, in any server, some clients can make use of the bug and others can't.

Buggie
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Re: Should the multiweapon bug be fixed?

Post by Buggie » Thu May 20, 2021 4:22 pm

Fix is server sided. So only 469 server fix it. For all clients. if server old - new clients still able use bug.

Zoom bug is need additional fix.
Fix multiweapon bug not fix zoom bug.

Also in video very unexperienced use. Now I able engage bug faster.
Last edited by Buggie on Thu May 20, 2021 6:09 pm, edited 1 time in total.

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sektor2111
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Re: Should the multiweapon bug be fixed?

Post by sektor2111 » Thu May 20, 2021 4:28 pm

The fix should be disabled/enabled if admin wants exactly like is zooming "bAllowFov" and no other way. If someone wants that due to whatever "mod" he should be able to use it and not just fixing it as a main need. That's not a critical bug after all, I recommend leaving to everyone the option to choose what wants - using or not using this sort of capability.

#2 "AlternatePath"
Two (Game)Server files as having two options: packages With Fixes* / packages Without Fixes* - simple as that.

Somehow I stick with a bool option bAllowMultiGun leaving ADMIN to pick what wants instead of bugging him hard-coded.
________
*Fixes - these are more like Adds rather than fixes, as long as these are not exactly major critical issues in all the way, they are more like spammers concerning animations issues.