Turbo K wrote:If you have any better ideas, I would love to hear them. I tried a transparent screen that would block gunfire, yet allow players and vehicles through, but I couldn't get it to work in-game.
My "solution" in the screenshot above is not pretty looking, but it's worked out well so far online.
If you'd cared to simply follow the link in the same post you quoted, and even more so the thread Heinz linked to in his post, you'd have found all the better ideas you'd ever need to address the door bug as elegantly as possible instead of turning in something as unsightly and gameflow breaking as that.
You know, something can only be considered a solution when it actually fixes problems, or at least solves more of them than it creates. Compare previous versions of BitchSlap that didn't have it to later ones, and you should (hopefully) easily understand why the tank bunker nodes' link connection has become the gameplay lifeline of the map and the much needed alternative that helps sidestep the perpetual spammy standstill in the middle; agile lone infiltrators grabbing the nuke from above and sneaky teleporter runners disregarding the enemy tanks all help move the action along, and in both cases the massive geometry bottleneck you placed right smack in the middle of their end run does nothing but diminish their chances of success and thus ensures the stalemate continues. Perhaps it's a bit more depth than you expected the issue to have, but there you go.
Karma_geddon wrote:This bug for me has been a major pain in the ass every single time that I played Bitchslap.
It's utterly frustrating, among the other things, to have people constantly sniping the central node from the other side, and so to have to spend precious time to shoot them down. Time that I could enjoy in other ways.
Personally, I would be okay with any "patch" (literally, in this case)... Even with such a raw solution. Hopefully there will be found another more elegant solution in the future...
Hmm. When we were discussing this about 6 months ago, I mentioned
here how the jammed door is an equal opportunity bug in the sense that nobody is specifically favoured by it as both teams can do it to each other's node, and I believe that it can still be seen as among the few bugs that are in the clear, ethically speaking. For a different perspective, however, absence of team specific bias doesn't necessarily suggest absence of
any kinda bias for the bug. I mean, regardless of who's holding a tank bunker node with a jammed door, I think we can all agree that this makes that team's job of keeping the node up that much more difficult against attackers, and especially so if it's on the enemy's side. Introducing this additional difficulty in making a play for the enemy's primaries and subsequently pushing to win the game, then, can be arguably viewed as a
match ending bias, which would suggest that, for all the nuance this "feature" adds to the map during mid-game, in the end its nature obstructs matches from transitioning to late-game, thereby making it more of a detriment than a boon. In that sense it might be prudent to reconsider our options for a BitchSlap version without the door jam bug.
The reason things have remained as stuck on that front as those doors has to do with
previously voiced aspirations of being able to hit two birds with one stone: non-jammable doors
and a slap mechanic with proper instigator accountability in the same edit. Unfortunately, while the first part was easy enough to fix, nobody has been able to offer any insight into that second one for awhile now so we've been stuck in indecision. Although I did look into the instigator issue myself a few months back, my conclusion was that either a custom volume or a custom mover would likely need to be scripted in order for players triggering a slap to receive both the positive score for all enemy kills, as well as the negative for TKs - as things stand with the current mover & attached physicsvolumes combo, making the mover deal the damage (while the PV's is set to 0) will kill all enemies properly, but simply pass through teammates, while doing the opposite will correctly result in all crush kills happening, but without the killer getting any score or being named to their victims. Perhaps there's a way for volumes triggered by an instigator to pass that info to the victims they inflict deadly dmg to, but I haven't been able to do that.
Long story short, since there hasn't been any attempt to tackle that problem on its technical front so far, that first BitchSlap dedicated thread has not taken the intermediate step of being moved to the Creative Corner, verifying a solution works, and, finally, getting a new edit out. To my mind, that'll probably be the only opportunity we get to solve both issues, since if a version were to come out that only addressed the door issue, the chances of ppl being willing to abide by yet another DL just for the slap mechanic adjustment would be close to nil. Still, half a year has passed, so since this is a pending issue that concerns everyone, now might be a good time for members to speak their mind in terms of how they'd prefer we play this. Small(er) gains now or bigger gains later, if there's no clear right answer, there's no wrong one either, so I don't think the server can lose anything in either case for us to be worried about.
So, what do you folks think should be done? Issue the (already existing) doorfix version now? Wait to include the slap tweak in it for awhile longer? Do you enjoy door jamming (does have a certain rock n' rolla ring to it, no

?) and would prefer it stay that way? Now's the time to speak up!