Hello.
Where i can post or to who i can report bugs?
I got some intel but i dunno where to put it right
Current version is; 1.3public beta 3
known as " 1.3pb3 "
Probably in the sticked thread.
I'd recommend one of the sticky threads. Infact I'll sticky this thread as well.:wink:
You dont have to read all
http://www.bz2maps.com/phpBB/viewtopic.php?t=2148&postdays=0&postorder=asc&start=12
Quote from: appelThose 1.3 idiots haven't yet realized they need to make upgraded empties cost less than 60! They've had 5 years to fix it.
And the default drop-off point for the armory needs to be fixed, since if you drop-off two craters then they will fall into the same location, and the ship that goes to pick it up picks up two craters! Ships that have chain gun should not be able to pick up another chain gun.
I've pointed out bunch of this to them, but everything ignored.
Then
Quote
Yeah it will be better for all us to complete it by the good ways
I see no reasons using mwf in 1.3.
Ships are slowed down, bugs are fixed....
What do you think
Quotemwf is how often the game sends over the data between players. A low mwf, like 1, may cause laggyness and strain on the CPU because it's sending the data very frequently, while a mwf of 10 may cause warpyness because of the delay.
QuoteYea since 1.1 got no mwf as far i remember, and game was still goin
What i ment i rlly dont like resyncs, some games resyncs all game some of ones do crashes in mid of game.
I agree regarding the expensive (60 units of scrap) for upgraded empties. Unfortunately some vets don't feel this same way which is probably why it was never changed. I too feel the cost is unreasonable. You get two less hardpoints and no pilot for 60 units of scrap. I think 30 to 40 would be more reasonable.
I also agree regarding the picking up of multiple crates of the same item. This should only be permitted if a weapon uses localammo like the jetpack. Wait until pb4 regarding this issue.
To Ego or anyone else
Post your bugs, I'll bring them up in the beta boards. I can't guarantee they will be fixed, but they will be brought up.
I had a play today with axeminister
And i missed one of function (that i play it on diferent games),
extract one of unit from one of groops and pass/put to diferent groop.
I have been able to do that. Sometimes it takes a couple attempts though.
Quote from: Red Devil on November 09, 2007, 08:07:58 PM
Still a few units getting stuck here and there, but I can fix that... :-)
Probably can units move away from me if they gettin too close i had crowd last game with axe, is was hard to manuver units and tellin go away from me (30 seconds) so i can normaly shot with asstank.
you can extract single units from groups and mvoe them out? HOW!?!?
although that would be a good fix (y)
When will be that fixed:
Then select whole groop then press tilda key to select one unit and move out that unit to another groop :evil:
You don't use the tilde key to transfer units between groups. This has been documented in the nettips.txt file for a
very long time. For example, see http://www.gamefaqs.com/computer/doswin/file/145134/6460 (http://www.gamefaqs.com/computer/doswin/file/145134/6460), which mentions this right near the top: "Last Updated: January 8, 2000".
Quote
Changing groups, sending units
In strategy, you can combine like units into one group. If you have a
tank on the F1 group, and another tank on F3, you can unify them into
the F1 group by pressing F3, releasing that key, then Control-F1. To
split a group, say the F1 group, hit Control-F1 to open it up and you
can access the individual units within.
What's this mean for networking? In team strategy, you can send units
back and forth between the commander and the wingmen the same way.
Notice how there's icons for your allies, such as F10..F8? Select a
group of units, then Control-F10 will send it to that ally. Not all
units may be transferred-- recycler (vehicles) and constructors can
not. But, you can give scavs to the wingmen in the early game so they
can be escorted out to the scrap pools.
Strategies for sending units other than what's documented will not be supported.
-- GSH
Thanks for update!
I appreciate this.
Probably i forgot this while i was playing Zst..
1 more bug.
Mdm/mortal bug distance targeting as i see..
That was taked from 1.3pb3+fe played today.
Same problem gows to normal 1.3pb3
(http://img144.imageshack.us/img144/778/bz20001ft6.gif) (http://imageshack.us)
The mortar is due to the effect detail. It is either on Low or Medium.
Idunno is that normal? :-D
dnt worry, theres so many rendering issues with BZ2... i wouldnt worry about it...
one thing that DOES annoy me is when tracekd vehicles are built the treads arnt shown until it becoems a valid object. i.e. its finished being built. same applies to when you open up the factory/recycler consoles etc. none of the treaded vehicles display the tracks.
Today i had 2 hoursof game with mr.fury(cmd), it resync when we bouth die, we won it.
Rlly i didnt come across to bugs atm.
But shure ill tell when i will see a bug.
Ar renderings.. Out there are more advanced engines...
The treads show up now in PB4. OM fixed it so the Dominator treads show up too. :-)
I found something...
I played, saved, quit, came back later, and the objective box gave me this.
(http://i207.photobucket.com/albums/bb307/Feared_1/Objectivebox.jpg)
It's on the mission Counterattack (I think?), the one where you have to save Manson's base and capture the power crystal with your only tug.
It happened after all of the talking at the beginning, and after suffering from 6-7 Scion attacks.
that means that the text files which have the objectives written in them are missing
i thoguht the objectives were in the DLLs
yeah they are - for some reason the original bz2 campaigns objectives were in text files called .otf
The DLL requests that an objective be shown, but it requests a file be shown. Why? So that for the different languages, you can swap out the contents of a file.
-- GSH
So did it not install right, or is it missing for everyone?
i reckon it probably also does it tro save space in teh .dll
although actually the original camapign missions wernt made with the BZII scriptor where they? so they wouldnt have that stupid limit
Not to save space in the dll, not like it would take much at all (probably none, most dll compilers allocate in 4k chunks, that last chunk is usually nowhere near full anyway).
doesnt the BZII scriptor have a limit tho, like 1000 lines of code...
i guess you could make a decent mission with that but it probably would save space to have the long objectives list in a different file...
No real limit in C++ or Python. :)
yeah?? well most people are too dumb to even consider using c++ or python so please stop rubbing in your high iq OM.
I fail to see how saying that there's no limit for C++ or Python is rubbing anything in. It's a simple statement of fact.
When I think of OM, I think of this quote: :-)
"I have no special talents. I am only passionately curious."
-- Albert Einstein
no i mean that OM is smart enough to use those programming tools and most ppl arent
Actually im not stupid (thnak you VERY much) jsut too lazy to learn :-D
I have sooooooooo many "sketches" done in BZ2scriptor for mp scripts that I want to write in C++, I jsut dont know how exactly :/
Ah, but the Python one is made to be easy, lot easier then BS-er's scriptor for sure, so many extra lines you have to do in that (BS-er's scriptor is closer to assembly then it is anything else).
in DM the tank is down with its nose:
(http://img380.imageshack.us/img380/8618/13tankbugko0.th.jpg) (http://img380.imageshack.us/my.php?image=13tankbugko0.jpg)
http://img380.imageshack.us/my.php?image=13tankbugko0.jpg
Gotta love BZ :lol:
Damn tricky those lod models...
I just noticed something.
I am building another walking "unit" and I discovered that walkers can jump, :-) but they do not appear to support "jump" as an odf animation command (like pilots do) so you get this sort of air walking effect.
Does any one know if this changes in 1.3pb4? or shall I scrap my jumping animation?
As far as I know, jumping walkers have not changed.
WHATATATATA????? walkers can jump?? i thought that was killed since bz1
no no, silly boy...:P
And since the jumping pilot thing was put in in pb..? The ai can jump in walkers too!
I just got to figure out how to get it to do a
animName7 = "jump"
animFile7 = "spider_jump.xsi"
:-)
Pilots aren't technically walkers. I think they are specialized hovercrafts like the walking construction rig.
Yesturday i had error while i was in game.
I being on other side of map i was using relay bunker to make power in base.
Enemy maulers rush my relay bunker and kill it while i was makein power...
There was no mouse tab, mouse didnt work and pilot was uncontrollable.
I ask my team mates to kill me. While all that happends i lost one of my outpost.
ive had that happen to me aswell - usually i can fix it by pushing shift+F10 - but only if you are in editor mode
The ol' knocked-out-of-the-bunker-while-in-sat-view bug. Surprised the Maulers didn't kill you. That cures it too.
I think mauler die by my gts while gts defend my outpost and me
I have one problem to. Im not sure if its with stock to but this one here is with 100 mortar bikes or 100 units. Once i select them all the menu for follow me hold and stuff like that is gone. This should be fixed to.
you probably have a differnet unit in there somewhere. it narrows down the commands if you select one of a differnet type. maybe one of them CANT follow you for whatever reason. the GO TO NAV option should still be highlighted though...
i think constructors should have a 'Hold' option. its a blooming nightmare having to go all the way back if you order it somewhere accidentaly
I agree with the constructor hold option or just have a nav to send it back to but hold would be nice. I only had 100 mortar bikes selected and nothing else. I selected 70 once but they were tanks and got an av once on instant action map called sea battle.
LATEST BUG:
not sure if its been mentioned and i hope its not too close to pb4 release to fix it.
it seems that if i have any buildings or units with a space in its name, and i save the game.. anything after the space is not retreved when the game is loaded)
some buildings that have two words in their name only come back as one... "scrap silo" loads and is renamed "scrap" etc.
Save as binary, not ascii.
-- GSH
beat me to it gsh
As stated above, save as binary for the time being.
i meant ususal save games... theres no option for binary saving in there. like when im playing the missionsor soemthing and i save my proress so i come back to it later
they are saved in ascii - too bad :-P
same for all isnt it?