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1.3 Public Beta 2 bugs

Started by Commando, March 01, 2006, 08:18:25 PM

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Axeminister

I keep noticing that gamestate checks really messes my mpi up so bad that it's worse than hosting 1.2 with everyone running mm5 for no reason. I hate it. I've also noticed that when you have ai making a major attack, and I'm there at same time, then  game starts going into a glitch where everything gets real jerky(doesn't do it when I'm away from the attack). I must add that on the last game I played, the gamestate check nightmare didn't really pose a problem until people starting leaving then others joined.
Disgruntled
Axeminister
There is no knowledge that is not power.

squirrelof09

MM5 has no affect on multiplayer game stability.

fight till death our forums -> http://www.forums.bzfiend.com/index.php?

wug

Dunno if anyone has mentioned this....

I've seen a few times where scavengers get stuck against obstacles or buildings.  Normally, the scavenger should go into reverse and get free, but it seems the buildings push back?  So when the scavenger hits the building, the building pushes it back a couple of feet, and the scavenger senses it can still go forward and tries to do so.  Repeat and rinse. :wink:

Avatar

Most of the time this should shove the Scav around enough so it turns towards freedom...

Sometimes they're lined up straight on and just keep butting head first, but then the shoving at least keeps them from becoming merged with the building...

merging, that's just wrong...  wrong and sick...   :)

-Av-

wug

Okay, found a real bug.  In MPI, when I attacked a builder and reduced it to really low hit points, it turned around and headed back to base to get fixed/healed.

That's cool, but the problem was that even after it was completely fixed, it would not head back out to build the gun spire as the AIP instructed.  It seemed like the builder was still waiting to be fixed. :?

Spawn

Did you have aiplogging on (its a commandline option) or look at the aip debugger (game.debugaip into console) to see what made it get stuck/healed?

wug

The AIP log was stuck on the plan with "waiting for builder to build gun spire" or something to that effect.

So, I don't think it's something that can be manipulated at the AIP level.  It's something to do with the behavior of units that look to get repaired.

Commando

Wug, are you sure the ai didn't decide to send another builder to build the spire?  The ai will choose the closest builder to the build location.  Once the builder saught reprair, the aip overwatch may have found a closer builder then sent that one instead.  What was the original builder doing after getting repaired?  If it was just standing around, another builder may have been sent to build the spire in its place.

wug

The second builder was just standing around in the base.  I don't think at the AIP level that it's possible to switch builders/constructors once one has committed to build.

The first builder just kept following the healer around.  You're healed, dang it!  Go out there and build! :wink:

Anyway, I think the easiest thing is just to take it out of the list to service by the healers in my AIPs.  I don't think the stock AIPs did this anyway, so I guess it's a non-issue.  Oh well. 8-)

Commando

Its not handled by the aips.  The engine will determine the closest builder, then it will send that builder to the build location.  If the other one was standing around, it does sound like a bug.  I have seen the ai build three construction rigs on a regular bases, but you probably would have seen it if the ai had done that.

Red Devil

 Have the Dower be the one that services it, not the Healer and see if that fixes it.
What box???

wug

Well, I was hoping that while the constructor/builder was busy trying to build say a gun tower or spire, a service truck/healer could prevent the constructor/builder from being destroyed before it finished its job.

If it has to walk back to get repaired, it's better off to get destroyed and have the recycler build a new one to save a trip back to get repaired.

Oh well, no big deal.  Just try to work around the quirks. :evil:

Red Devil

Or just give it addhealth = 10.   :-D
What box???

{OM}DevLeader

Anyone else gotten the problem I have with "Fortress" in IA?
I managed to find a BZII copy in my room,I did a fresh install,and I still got "Water dimensions do not match terrain dimensions."

This is from BATTLEZONE.log:
ERR |Debug           |               debug:765  |22:32:57|39182  |[ E X C E P T I O N ]
ERR |GLOBAL          |              i76win:80   |22:32:57|39182  |Patch 1.3PublicBeta2 Feb 28 2006 09:00:21
ERR |Debug           |               debug:772  |22:32:57|39182  |Type:    ERROR
ERR |Debug           |               debug:773  |22:32:57|39182  |SubType: FATAL - fatal error
ERR |Debug           |               debug:774  |22:32:57|39182  |Message: Water file dimensions don't match terrain dimensions
ERR |Debug           |               debug:775  |22:32:57|39182  |Module:  .\terrain\waterLayer.cpp
ERR |Debug           |               debug:776  |22:32:57|39182  |Line#:   147
ERR |Debug           |               debug:777  |22:32:57|39182  |Stamp:   Thu Feb 10 12:32:16 2005
ERR |Debug           |               debug:410  |22:32:57|39182  |CallStack:
ERR |Debug           |               debug:552  |22:32:57|39182  |77E6D756 +77E6D756 kernel32.dll [Unknown] [Unknown] [Unknown]
ERR |Debug           |               debug:552  |22:32:57|39201  |005E0B3A +00BA bzone.exe system debug.obj void __cdecl Debug::Error::Err(char const *,...)
ERR |Debug           |               debug:552  |22:32:57|39212  |0051B27A +09B0 bzone.exe EXE terrain.obj public: static void __fastcall TerrainClass::Load(void)
ERR |Debug           |               debug:552  |22:32:57|39225  |004E9348 +0189 bzone.exe EXE LoadSaveGame.obj int __fastcall LoadGame(char *,int)
ERR |Debug           |               debug:433  |22:32:57|39225  |Registers:
ERR |Debug           |               debug:434  |22:32:57|39225  |EAX: 021C7990h   CS: 0000001Bh  DS: 00000023h
ERR |Debug           |               debug:435  |22:32:57|39225  |EBX: 00000080h  EIP: 77E6D756h  ES: 00000023h
ERR |Debug           |               debug:436  |22:32:57|39225  |ECX: 00000000h   SS: 00000023h  FS: 00000038h
ERR |Debug           |               debug:437  |22:32:57|39225  |EDX: 021C79F8h  EBP: 021C79E0h  GS: 00000000h
ERR |Debug           |               debug:438  |22:32:57|39225  |ESI: 021C7A0Ch  ESP: 021C798Ch           
ERR |Debug           |               debug:439  |22:32:57|39226  |EDI: 1077782Ch                       
ERR |Debug           |               debug:449  |22:32:57|39226  | CF: 00000206h PF:0 AF:1 ZF:0 SF:0 OF:0
DIAG|Main            |            mainproc:158  |22:32:57|39306  |Entering critical shutdown


This is from Dr. MingW:

bzone.exe caused an Unknown [0xE0000002] Exception at location 77e6d756 in module kernel32.dll.

Registers:
eax=021c7990 ebx=00000080 ecx=00000000 edx=021c79f8 esi=021c7a0c edi=1077782c
eip=77e6d756 esp=021c798c ebp=021c79e0 iopl=0         nv up ei pl nz na po nc
cs=001b  ss=0023  ds=0023  es=0023  fs=0038  gs=0000             efl=00000206

Call stack:
77E6D756  kernel32.dll:77E6D756  RaiseException
005E0B3A  bzone.exe:005E0B3A  ?IgnoreSync@@YAX_N@Z
0051B27A  bzone.exe:0051B27A  ?IgnoreSync@@YAX_N@Z
004E9348  bzone.exe:004E9348  ?IgnoreSync@@YAX_N@Z

After this,I'm going to try OpenWatcom's debugger

GSH

I have to say, you're the only one seeing such issues as far as I can tell. No idea how/why that's the case.

-- GSH