Comments (2)
Seems to not always happen (when running in debug).
Placing pipes on the ground or shooting a rocket that hasn't exploded seems to affect it possibly? Not sure why as they do not go through that path of creating an explosion which leads me to suspect corruption in the event whether that be netcode or other reasons I'm not sure yet.
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Turns out this was actually an ETF bug :)
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Related Issues (20)
- test builds & shadowmaps HOT 1
- Remove unused cruft
- Fix win32 build warnings HOT 5
- Switch to GitHub Actions HOT 3
- Remove last remnants of glBegin/glEnd
- ETe server/ded not compatible with ET:Legacy? clients HOT 4
- Migrate VS Projects to CMake
- ETJump Compatibility Issues HOT 2
- Replace arch string on win64 to be in line with legacy and iortcw
- [ET:Legacy mod] Objectives not shown on map HOT 7
- Some media keys are mapped wrong HOT 10
- Support full color codes in tty console
- Decals flickering HOT 2
- Fog cannot be turned off with r_vbo 1 HOT 1
- cl_avidemo compatibility
- Server side wwwdl is borked HOT 5
- r_clear breaks loading screen HOT 1
- r_vbo breaks lightmap drawing with r_lightmap HOT 11
- video/video-pipe slows down game, but command buffer keeps executing at normal speed
- Mod switching is broken if mod being switched to isn't installed already HOT 1
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