This is the PB4 bug reporting thread. Report all PB4 issues here
Bug Type: Graphics Issue
System Spec: nVidia Geforce 7600 LE, Windows Vista OS, dual core intel processor, 2.0 GB RAM
Other Info: DXT Override setting in render.cfg set to "0"
Description: These issues began arrising around 5 minutes into an instant action game. all graphics settings at highest level on first test. removed sky detail settings to "none" and "low" with similar effects. DXT setting in render.cfg has been swapped to no effect. issue is more evident with DXT texture setting at default ("-1") value. emitters and various ordnance effects have also been causing havoc. below are some screenshots
(http://i239.photobucket.com/albums/ff29/thejamsh/pb4issue3.jpg)
(http://i239.photobucket.com/albums/ff29/thejamsh/pb4issue2.jpg)
(http://i239.photobucket.com/albums/ff29/thejamsh/pb4issue.jpg)
turn embm bump mapping off! :mrgreen:
Bug Type: Scavenger Behavior Issue
Description: Scavenger units set to "scavenge" mode went straight to the nearest deployed extractor and collide with it unneccesarily as if trying to reach the center of the model. collision issues mean the vehicles can become stuck within the extractor until the AI finds a way out. i manually removed the units using the "point&space" reticle and they continued about their buisness. not sure what the problem was
TheJamsh, calm down, man. It's just been released; just enjoy it. Play with it for a few days, and see how it shakes out.
Just my two cents. :lol:
lol sorry just thought id do something fairly... useful... maybe :D
i am enjoying though! the new AI is MUUUUUUUUUUUUUUUCH better =]! and GUN towers can Prioritise targets!!! wooooooooooooooo!
anyway this isnt the thread... but hey!
AV occured in mpi game, mabe something to do with passing some tanks to other player
---- Battlezone II Log File ----
//=====================================================
App version: Patch 1.3pb4 Jun 9 2008 22:18:35
Exception code: C0000005 (ACCESS VIOLATION) READING from 00000350h
Message : Exception
Error occurred at 6/14/2008 02:53:54.
D:\Battlezone2-1.3pb4\bzone.exe, run by MrTwosheds.
2 processor(s), type 586.
Process Memory : 1762 MB free out of 2048 MB total
Physical memory: 557 MB free out of 1021 MB total
Page(swap) file: 2098 MB free out of 2457 MB total
Fault address: 00426AC1 01:00025AC1 D:\Battlezone2-1.3pb4\bzone.exe
Registers:
EAX:00000000
EBX:06746740
ECX:0D79231C
EDX:C801B133
ESI:00000006
EDI:000FFFFF
CS:EIP:001B:00426AC1
SS:ESP:0023:022BFA1C EBP:022BFAA8
DS:0023 ES:0023 FS:003B GS:0000
Flags:00210202
Call stack:
Address Return Function SourceFile
00426AC1 00000000 0042BD30 Attacker::Execute+0x00000710
0042BD30 00000000 004016D0 ExecuteSchedPlans+0x0000054C
004016D0 00000000 00401F8C AiMission::Update+0x00000103
00401F8C 00000000 00461261 AI_Update+0x00000006
00461261 00000000 00461E0C MoveOneTurn+0x0000011E
00461E0C 00000000 0056475F MissionHandler::State::RunState::Process+0x000003CC
0056475F 00000000 0045F691 RunCodes::Process+0x000001BF
0045F691 00000000 0056475F MissionHandler::Process+0x00000012
0056475F 00000000 00564BD4 RunCodes::Process+0x000001BF
00564BD4 00000000 00455A95 Main::MessagePump+0x00000064
00455A95 00000000 0045578C HandledMain+0x000003F4
0045578C 00000000 0045343D HandledMain+0x000000EB
0045343D 00000000 0055567D WinMain+0x00000059
0055567D 00000000 7C816D4F fabs+0x00000191
7C816D4F 00000000 00000000 RegisterWaitForInputIdle+0x00000049
Doubtful, it is due to the team. It'll hopefully be fixed soon along with the multiworld sync issue.
this is a clients AV from game hosted by commando.
---- Battlezone II Log File ----
//=====================================================
App version: Patch 1.3pb4 Jun 9 2008 22:18:35
Exception code: C0000005 (ACCESS VIOLATION) READING from 00000350h
Message : Exception
Error occurred at 6/13/2008 21:19:52.
D:\Battlezone2-1.3pb4\bzone.exe, run by MrTwosheds.
2 processor(s), type 586.
Process Memory : 1753 MB free out of 2048 MB total
Physical memory: 554 MB free out of 1021 MB total
Page(swap) file: 2093 MB free out of 2457 MB total
Fault address: 00426AC1 01:00025AC1 D:\Battlezone2-1.3pb4\bzone.exe
Registers:
EAX:00000000
EBX:0ECD6180
ECX:0D3A1D5C
EDX:D4D06E47
ESI:00000006
EDI:000FFFFF
CS:EIP:001B:00426AC1
SS:ESP:0023:022BFA1C EBP:022BFAA8
DS:0023 ES:0023 FS:003B GS:0000
Flags:00210206
Call stack:
Address Return Function SourceFile
00426AC1 00000000 0042BD30 Attacker::Execute+0x00000710
0042BD30 00000000 004016D0 ExecuteSchedPlans+0x0000054C
004016D0 00000000 00401F8C AiMission::Update+0x00000103
00401F8C 00000000 00461261 AI_Update+0x00000006
00461261 00000000 00461E0C MoveOneTurn+0x0000011E
00461E0C 00000000 0056475F MissionHandler::State::RunState::Process+0x000003CC
0056475F 00000000 0045F691 RunCodes::Process+0x000001BF
0045F691 00000000 0056475F MissionHandler::Process+0x00000012
0056475F 00000000 00564BD4 RunCodes::Process+0x000001BF
00564BD4 00000000 00455A95 Main::MessagePump+0x00000064
00455A95 00000000 0045578C HandledMain+0x000003F4
0045578C 00000000 0045343D HandledMain+0x000000EB
0045343D 00000000 0055567D WinMain+0x00000059
0055567D 00000000 7C816D4F fabs+0x00000191
7C816D4F 00000000 00000000 RegisterWaitForInputIdle+0x00000049
Hosted by axe on mpi bridges.
ERR |GLOBAL | ExceptionHandler:242 |21:06:41|2043148|---- Battlezone II Log File ----
ERR |GLOBAL | ExceptionHandler:242 |21:06:41|2043174|//=====================================================
ERR |GLOBAL | ExceptionHandler:242 |21:06:41|2043198|App version: Patch 1.3pb4 Jun 9 2008 22:18:35
ERR |GLOBAL | ExceptionHandler:242 |21:06:41|2043223|Exception code: C0000005 (ACCESS VIOLATION) READING from 00000350h
ERR |GLOBAL | ExceptionHandler:242 |21:06:41|2043255|Message : Exception
ERR |GLOBAL | ExceptionHandler:242 |21:06:41|2043282|Error occurred at 6/13/2008 21:06:42.
ERR |GLOBAL | ExceptionHandler:242 |21:06:41|2043307|C:\Program Files\BattlezoneII13pb4\bzone.exe,
ERR |GLOBAL | ExceptionHandler:242 |21:06:41|2043332|2 processor(s), type 586.
ERR |GLOBAL | ExceptionHandler:242 |21:06:41|2043357|Process Memory : 1769 MB free out of 2048 MB total
ERR |GLOBAL | ExceptionHandler:242 |21:06:41|2043388|Physical memory: 524 MB free out of 1023 MB total
ERR |GLOBAL | ExceptionHandler:242 |21:06:41|2043415|Page(swap) file: 2042 MB free out of 2466 MB total
ERR |GLOBAL | ExceptionHandler:242 |21:06:41|2043440|Fault address: 00426AC1 01:00025AC1 C:\Program Files\BattlezoneII13pb4\bzone.exe
ERR |GLOBAL | ExceptionHandler:242 |21:06:41|2043465|
Registers:
ERR |GLOBAL | ExceptionHandler:242 |21:06:41|2043497|EAX:00000000
EBX:0CD71738
ECX:0646B774
EDX:D8C04E55
ESI:00000006
EDI:000FFFFF
ERR |GLOBAL | ExceptionHandler:242 |21:06:41|2043523|CS:EIP:001B:00426AC1
ERR |GLOBAL | ExceptionHandler:242 |21:06:41|2043549|SS:ESP:0023:022BFA1C EBP:022BFAA8
ERR |GLOBAL | ExceptionHandler:242 |21:06:41|2043573|DS:0023 ES:0023 FS:003B GS:0000
ERR |GLOBAL | ExceptionHandler:242 |21:06:42|2043605|Flags:00210206
ERR |GLOBAL | ExceptionHandler:242 |21:06:42|2043632|
Call stack:
ERR |GLOBAL | ExceptionHandler:242 |21:06:42|2043657|Address Return Function SourceFile
ERR |GLOBAL | ExceptionHandler:242 |21:06:42|2043773|00426AC1 00000000 0042BD30 Attacker::Execute+0x00000710
ERR |GLOBAL | ExceptionHandler:242 |21:06:42|2043845|0042BD30 00000000 004016D0 ExecuteSchedPlans+0x0000054C
ERR |GLOBAL | ExceptionHandler:242 |21:06:42|2043908|004016D0 00000000 00401F8C AiMission::Update+0x00000103
ERR |GLOBAL | ExceptionHandler:242 |21:06:42|2043943|00401F8C 00000000 00461261 AI_Update+0x00000006
ERR |GLOBAL | ExceptionHandler:242 |21:06:42|2043972|00461261 00000000 00461E0C MoveOneTurn+0x0000011E
ERR |GLOBAL | ExceptionHandler:242 |21:06:42|2044000|00461E0C 00000000 0056475F MissionHandler::State::RunState::Process+0x000003CC
ERR |GLOBAL | ExceptionHandler:242 |21:06:42|2044035|0056475F 00000000 0045F691 RunCodes::Process+0x000001BF
ERR |GLOBAL | ExceptionHandler:242 |21:06:42|2044059|0045F691 00000000 0056475F MissionHandler::Process+0x00000012
ERR |GLOBAL | ExceptionHandler:242 |21:06:42|2044082|0056475F 00000000 00564BD4 RunCodes::Process+0x000001BF
ERR |GLOBAL | ExceptionHandler:242 |21:06:42|2044109|00564BD4 00000000 00455A95 Main::MessagePump+0x00000064
ERR |GLOBAL | ExceptionHandler:242 |21:06:42|2044145|00455A95 00000000 0045578C HandledMain+0x000003F4
ERR |GLOBAL | ExceptionHandler:242 |21:06:42|2044165|0045578C 00000000 0045343D HandledMain+0x000000EB
ERR |GLOBAL | ExceptionHandler:242 |21:06:42|2044222|0045343D 00000000 0055567D WinMain+0x00000059
ERR |GLOBAL | ExceptionHandler:242 |21:06:42|2044262|0055567D 00000000 7C817067 fabs+0x00000191
ERR |GLOBAL | ExceptionHandler:242 |21:06:42|2044289|7C817067 00000000 00000000 RegisterWaitForInputIdle+0x00000049
ERR |GLOBAL | ExceptionHandler:242 |21:06:42|2044315|
I had an error, the game froze. I alt-tabbed to close game and saw a error window up, I went to task manager to close bz2 ,the error window went away,my fault I didn't capture it . Manson was there and said he'd post his error message.
MPI Bridges, GH variant, extreme ai, Dataanti had just gotten into a empty scout and this happened.
seeing this many error messages in a new patch cant be a good sign
they're all the same error message
Wasnt there supposedly improved Scav AI that was promised? I hate to sound rude but, scavs are even more retarded on my end...
There was quite possibly 200 scrap worth in debris on the midfield, and my scav team drove directly to the enemy base and got killed...
At least in PB3 they waited for the midfield to clear before killing themselves :P
(Oh, and I heard that they were supposed to run from danger. But they dont? They just sat there like in PB3 and got maulered to death)
Dont know what cause it but when arc joined the sound stopped in the lobby. Completely wierd. Never did that before.
Scavs are more aggressive when it comes to picking up scrap. They still have some dumb behaviors.
For example, if a ship blows up right next to one of your scavs, that scav will still choose to drive 1/2 across the map to pick up some scrap that was preplaced on the map before picking up the scrap that was right next to it. This is especially noticeable in BZC since its scavs use doDrop = true.
Quote from: Steeveeo on June 14, 2008, 03:19:47 AM
(Oh, and I heard that they were supposed to run from danger. But they dont? They just sat there like in PB3 and got maulered to death)
[ScavengerClass]
[ScavengerHClass]
isFearless = false
they run when they are shot to the nearest friendly building
i have witnessed one drive into an area with an enemy turret; first it drove out of range of the turrets fire, then back to my recycler
i say they are far more intelligent
however the scrap bug is going to be annoying
The thing about the scrap is that it probably looks in a list of all the scrap (maybe all objects on the map?) and just iterates through it a certain amount, ignoring all after a certain length, and just goes to the closest one (maybe if not already marked as being gone after by something else). I think I recall once that GSH said that said lookups do not use an octree or other sorting system, just a dumb (by dumb I mean it is simple, no 'smartness' to it to make it faster, programming term...) iteration and it would have been quite a bit of work to change that (I have some good templated octree code (and some other forms of 3d and 4d trees) you could drop in to help it with sorting, or with other things :) ).
(http://www.overminddl1.com/image_scripts/image_sig.php?type=ODL1signitures&image/sig.gif)
Generated by OvermindDL1's Signature Auto-Add Script (http://overminddl1.com) via GreaseMonkey (http://greasemonkey.mozdev.org/)
Your min is lacking an equal sign.
yeh - i just spotted that - post deleted
now i feel like an idiot :cry:
Got the same error again. 2 hours and 45 min in game. so close to winning. :cry:
DIAG|GLOBAL | ParameterDB:208 |02:44:40|9708606|Last few opened ODFs:
DIAG|GLOBAL | ParameterDB:213 |02:44:40|9708606| 1 : MPIFire.TRN
DIAG|GLOBAL | ParameterDB:213 |02:44:40|9708606| 2 : shieldeffect.odf
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709047|---- Battlezone II Log File ----
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709080|//=====================================================
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709114|App version: Patch 1.3pb4 Jun 9 2008 22:18:35
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709179|Exception code: C0000005 (ACCESS VIOLATION) READING from 00000350h
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709222|Message : Exception
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709255|Error occurred at 6/14/2008 02:44:42.
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709289|C:\Program Files\BattlezoneII13pb4\bzone.exe,
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709330|2 processor(s), type 586.
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709364|Process Memory : 1760 MB free out of 2048 MB total
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709398|Physical memory: 506 MB free out of 1023 MB total
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709431|Page(swap) file: 2036 MB free out of 2466 MB total
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709472|Fault address: 00426AC1 01:00025AC1 C:\Program Files\BattlezoneII13pb4\bzone.exe
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709506|
Registers:
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709539|EAX:00000000
EBX:0EDF5140
ECX:063D4E9C
EDX:6902FC8E
ESI:00000006
EDI:000FFFFF
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709573|CS:EIP:001B:00426AC1
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709605|SS:ESP:0023:022BFA1C EBP:022BFAA8
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709639|DS:0023 ES:0023 FS:003B GS:0000
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709672|Flags:00210206
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709705|
Call stack:
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709740|Address Return Function SourceFile
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709782|00426AC1 00000000 0042BD30 Attacker::Execute+0x00000710
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709815|0042BD30 00000000 004016D0 ExecuteSchedPlans+0x0000054C
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709848|004016D0 00000000 00401F8C AiMission::Update+0x00000103
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709881|00401F8C 00000000 00461261 AI_Update+0x00000006
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709923|00461261 00000000 00461E0C MoveOneTurn+0x0000011E
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709956|00461E0C 00000000 0056475F MissionHandler::State::RunState::Process+0x000003CC
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9709990|0056475F 00000000 0045F691 RunCodes::Process+0x000001BF
ERR |GLOBAL | ExceptionHandler:242 |02:44:41|9710023|0045F691 00000000 0056475F MissionHandler::Process+0x00000012
ERR |GLOBAL | ExceptionHandler:242 |02:44:42|9710065|0056475F 00000000 00564BD4 RunCodes::Process+0x000001BF
ERR |GLOBAL | ExceptionHandler:242 |02:44:42|9710098|00564BD4 00000000 00455A95 Main::MessagePump+0x00000064
ERR |GLOBAL | ExceptionHandler:242 |02:44:42|9710131|00455A95 00000000 0045578C HandledMain+0x000003F4
ERR |GLOBAL | ExceptionHandler:242 |02:44:42|9710164|0045578C 00000000 0045343D HandledMain+0x000000EB
ERR |GLOBAL | ExceptionHandler:242 |02:44:42|9710198|0045343D 00000000 0055567D WinMain+0x00000059
ERR |GLOBAL | ExceptionHandler:242 |02:44:42|9710240|0055567D 00000000 7C817067 fabs+0x00000191
ERR |GLOBAL | ExceptionHandler:242 |02:44:42|9710273|7C817067 00000000 00000000 RegisterWaitForInputIdle+0x00000049
ERR |GLOBAL | ExceptionHandler:242 |02:44:42|9710315|
Im going back to pb31.3 until this darn AV is fixed.
Quote from: GENERAL MANSON* on June 14, 2008, 07:49:49 AM
Got the same error again. 2 hours and 45 min in game. so close to winning. :cry:
-AV-
Im going back to pb31.3 until this darn AV is fixed.
You do realize a pb3 game, from the difficulties I hear everyone has with them, wont last for 2 hours and 45 min?
should the aips be changed to not include the dispatcher and fix this error??
this is not really a bug - well it might be
i have a bone to pick
when i have a unit that is controlled by the dll, ordered to do something with a priority of 1, and then ordered to do something with a priority of 0, i am supposed to be able to command it. Instead it has a small reticle in the middle of the unit (like at a terminal) and cannot be controlled any more. Since there is no chance of pb5 any time soon, could somebody tell me another way to get dll controlled units back under my contol via dll?
DM bots seem to have become worse at sub-attacking now. I can follow one who is doing its 'hunt' thing, and it won't fire upon me until I shoot it first.
On bot vs human, they seem to take a little more initiative, but some of them will just sit there in many cases.
I dig the way the bots sometimes go for powerups.
Enemy AI still lacks in the evasiveness/initiative department. I thought the AI on them was supposed to be improved?
Quote from: bigbadbogie on June 14, 2008, 09:56:36 AM
this is not really a bug - well it might be
i have a bone to pick
when i have a unit that is controlled by the dll, ordered to do something with a priority of 1, and then ordered to do something with a priority of 0, i am supposed to be able to command it. Instead it has a small reticle in the middle of the unit (like at a terminal) and cannot be controlled any more. Since there is no chance of pb5 any time soon, could somebody tell me another way to get dll controlled units back under my contol via dll?
As long as they are on your team (if they are not, change them to your team first) just add them to a group using the get best group function or whatever it is called, and set them to that group, if their group's are full, keep checking it every once in a while and set it when available (perhaps giving them a message to clear a group or something), or just force them into one of them (the dll can do it) if there is no empty one available...
(http://www.overminddl1.com/image_scripts/image_sig.php?type=ODL1signitures&image/sig.gif)
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bigbadboogie, it is not something that can be fixed in the AIPs. It is an engine bug that already has a fix in place. It'll be released to the testers for testing hopefully along with some settings to help get some info on the out of sync issue.
There are two changes AI scavengers could benefit from.
1. PIck up closest piece of scrap first instead of those with the lowest sequence number.
2. Ignore scrap pieces claimed by another friendly scavenger. Similar to how pools behave.
#2 would fix the five scavengers fighting over the same piece of scrap issue. They pick up the piece, but they would be a lot more effective if they went after their own piece of scrap.
---- Battlezone II Log File ----
//=====================================================
App version: Patch 1.3pb4 Jun 9 2008 22:18:35
Exception code: C0000005 (ACCESS VIOLATION) READING from 00000350h
Message : Exception
Error occurred at 6/14/2008 10:03:00.
F:\Program Files\Battlezone II1.3pb4\bzone.exe, run by Hamachi_Ethan.
2 processor(s), type 586.
Process Memory : 1760 MB free out of 2048 MB total
Physical memory: 764 MB free out of 2048 MB total
Page(swap) file: 1864 MB free out of 2462 MB total
Fault address: 00426AC1 01:00025AC1 D:\Program Files\Battlezone IIpb4\bzone.exe
Registers:
EAX:00000000
EBX:0BB99098
ECX:06406B64
EDX:11809FC3
ESI:00000006
EDI:000FFFFF
CS:EIP:001B:00426AC1
SS:ESP:0023:022BFA1C EBP:022BFAA8
DS:0023 ES:0023 FS:003B GS:0000
Flags:00210202
Call stack:
Address Return Function SourceFile
00426AC1 00000000 0042BD30 Attacker::Execute+0x00000710
0042BD30 00000000 004016D0 ExecuteSchedPlans+0x0000054C
004016D0 00000000 00401F8C AiMission::Update+0x00000103
00401F8C 00000000 00461261 AI_Update+0x00000006
00461261 00000000 00461E0C MoveOneTurn+0x0000011E
00461E0C 00000000 0056475F MissionHandler::State::RunState::Process+0x000003CC
0056475F 00000000 0045F691 RunCodes::Process+0x000001BF
0045F691 00000000 0056475F MissionHandler::Process+0x00000012
0056475F 00000000 00564BD4 RunCodes::Process+0x000001BF
00564BD4 00000000 00455A95 Main::MessagePump+0x00000064
00455A95 00000000 0045578C HandledMain+0x000003F4
0045578C 00000000 0045343D HandledMain+0x000000EB
0045343D 00000000 0055567D WinMain+0x00000059
0055567D 00000000 7C817067 fabs+0x00000191
7C817067 00000000 00000000 RegisterWaitForInputIdle+0x00000049
Just got the AV in a game with axeminister.
Edit: commando has jsut told me that you guys know of this and I see it's already been posted in this topic.
@Nielk1 I can easily play a g66 for almost over 3 hours on insane most of the time about which is 85% without crashing. Basic mpi runs great. Not sure what everyone else has a problem with. They could post it on the boards or there is any reference?
Be careful what you wish for... The options that improve their behavior are all optional, so they were not added to the stock units. I will be posting a set of hovercraft that all behave as described. Be prepared to run.
Quote from: Zero Angel on June 14, 2008, 10:18:34 AM
DM bots seem to have become worse at sub-attacking now. I can follow one who is doing its 'hunt' thing, and it won't fire upon me until I shoot it first.
On bot vs human, they seem to take a little more initiative, but some of them will just sit there in many cases.
I dig the way the bots sometimes go for powerups.
Enemy AI still lacks in the evasiveness/initiative department. I thought the AI on them was supposed to be improved?
Hi all,
I've spotted a possible bug that's causing me a bit of headache here, not sure if anyone else has experienced it.
Basically I'm playing an Instant Action game and all is running well and suddenly the screen goes blue! I can see certain models just fine such as Gun Towers and Sabre tanks strangely, but for some I can just see the shadowing on the model (not the model its self) - scouts being an example. Also the framerate plunges to 1 or 2 per second from the silky smooth highs I was experiencing previously.
I hit Escape to bring up the menu but the colours are all wrong and I can't see the text, just the menu item outlines. If I manage to save at this point (bl00dy hard as I can't see my mouse cursor either) quit, then reload everything is fine again - for a few minutes.
Every game I've tried so far has had this issue. Weird eh?
For the Record here's my system spec:
Q6600
Asus iP35 P5k Motherboard
4gigs of Crucial Ram
BFG 8800GT OC2
Audigy 2
Hard disks and other gubbins...
Running XP Pro with SP3.
Any ideas?
I'm currently trying various graphics options to see if any particular feature is the culprit.
This issue regularly occurs after around 10-15 mins of gameplay - all other games play without issue.
Thanks,
Gary.
Quote from: Scoob on June 14, 2008, 07:38:29 PM
Hi all,
I've spotted a possible bug that's causing me a bit of headache here, not sure if anyone else has experienced it.
Basically I'm playing an Instant Action game and all is running well and suddenly the screen goes blue! I can see certain models just fine such as Gun Towers and Sabre tanks strangely, but for some I can just see the shadowing on the model (not the model its self) - scouts being an example. Also the framerate plunges to 1 or 2 per second from the silky smooth highs I was experiencing previously.
I hit Escape to bring up the menu but the colours are all wrong and I can't see the text, just the menu item outlines. If I manage to save at this point (bl00dy hard as I can't see my mouse cursor either) quit, then reload everything is fine again - for a few minutes.
Every game I've tried so far has had this issue. Weird eh?
For the Record here's my system spec:
Q6600
Asus iP35 P5k Motherboard
4gigs of Crucial Ram
BFG 8800GT OC2
Audigy 2
Hard disks and other gubbins...
Running XP Pro with SP3.
Any ideas?
I'm currently trying various graphics options to see if any particular feature is the culprit.
This issue regularly occurs after around 10-15 mins of gameplay - all other games play without issue.
Thanks,
Gary.
You arent the only one... (http://www.bzuniverse.com/forum/index.php/topic,7699.0.html)
Set your sky settings to [LOW] or [NONE] to rid yourself of this problem.
i believe that scavs are more intelligent and the isFearless addition is usefull.
the new abilities with taps are brilliant and well thought through. my first craft for my recy variant (yet to be named) is underway.
ive had one issue with a scavengerH class so far. this scavenger flies at around 50 metres and deploys into a recycler building. (this is a scavH trick for my variant.) the first few times i did this, the scavenger DID NOT float down to touch the pool (which is stated in the changelog and is the effect i want)
however it now continues to come and touch ground before it changes into the building. this is a pain to cut it short, i want the model to stay floating.
the craft in building and vehicle form also spawns much higher up if it is deployed by the engine that if i place a pre-deployed building into the game using the editor. why is this?
about my other compaint;
80% of qf missions use it all through the missions - there is no way to get these units back under my control now, and i am not re-writing all the missions because of this
i need the original settings restored and if i have to, i will wait until pb5 to release the mod
and if there is to be no pb5, i will consider releasing it for pb3 and lose all of the new features
Quote from: GENERAL MANSON* on June 14, 2008, 03:23:28 AM
Dont know what cause it but when arc joined the sound stopped in the lobby. Completely wierd. Never did that before.
Thats normal. That's always happened for the host. When a client joins, the shell background music stops.
BBB, what is your bug? Is it basically all of your ship can't be controlled because they aren't added to your f keys?
Quote
this is not really a bug - well it might be
i have a bone to pick
when i have a unit that is controlled by the dll, ordered to do something with a priority of 1, and then ordered to do something with a priority of 0, i am supposed to be able to command it. Instead it has a small reticle in the middle of the unit (like at a terminal) and cannot be controlled any more. Since there is no chance of pb5 any time soon, could somebody tell me another way to get dll controlled units back under my contol via dll?
The best way to get this issue investigated is to upload your dll and assets for GSH to look at. That way he can see what is going on in the engine.
More info on the problem:
it seems that it only affects units that have been created by the dll, not units that were already in the map
any unit created by the dll cant be controlled at all - this is now a serious issue
Quote from: Steeveeo on June 14, 2008, 07:43:49 PM
Set your sky settings to [LOW] or [NONE] to rid yourself of this problem.
Thanks Steeveeo,
I should have paid a little more attention as had only just reinstalled BZ2 on my new system when PB4 came out so it was the first time on the Q6600 with 8800GT, previously I was on an older AMD 4200+ with 1950Pro.
Appreciate the info!
Cheers,
Scoob.
Strat game with commando. I just got bazooka, and right after firing my first shot, it crashed.
---- Battlezone II Log File ----
//=====================================================
App version: Patch 1.3pb4 Jun 9 2008 22:18:35
Exception code: C0000005 (ACCESS VIOLATION) READING from AFD4E6C4h
Message : Exception
Error occurred at 6/15/2008 15:45:06.
D:\MR Backup\Games\Battlezone Games\bzone1.3pb4\bzone.exe, run by Administrator.
1 processor(s), type 586.
Process Memory : 1766 MB free out of 2048 MB total
Physical memory: 305 MB free out of 1023 MB total
Page(swap) file: 1852 MB free out of 2459 MB total
Fault address: 00547CC2 01:00146CC2 D:\MR Backup\Games\Battlezone Games\bzone1.3pb4\bzone.exe
Registers:
EAX:00000000
EBX:FFFFFFFF
ECX:0062D468
EDX:00000045
ESI:02670680
EDI:AFD4E6A0
CS:EIP:001B:00547CC2
SS:ESP:0023:022BF720 EBP:022BF748
DS:0023 ES:0023 FS:003B GS:0000
Flags:00210246
Call stack:
Address Return Function SourceFile
00547CC2 00000000 004CA02F DrawSprite+0x0000003D
004CA02F 00000000 00484CCB Reticle::RenderReticle+0x00000200
00484CCB 00000000 004549E6 GameFeature::FeatureVoid::Update+0x0000000D
004549E6 00000000 00455018 Update_Rotator_Matrix+0x00000057
00455018 00000000 004550E7 Simulate_Cockpit+0x0000060F
004550E7 00000000 0045CB96 Render_Internal_View+0x00000074
0045CB96 00000000 0056475F ViewCockpit::Process+0x00000486
0056475F 00000000 0045DD37 RunCodes::Process+0x000001BF
0045DD37 00000000 0046194B ViewManager::Process+0x0000009D
0046194B 00000000 00461F82 MissionHandler::RenderOneFrame+0x00000072
00461F82 00000000 0056475F MissionHandler::State::RunState::Process+0x00000542
0056475F 00000000 0045F691 RunCodes::Process+0x000001BF
0045F691 00000000 0056475F MissionHandler::Process+0x00000012
0056475F 00000000 00564BD4 RunCodes::Process+0x000001BF
00564BD4 00000000 00455A95 Main::MessagePump+0x00000064
00455A95 00000000 0045578C HandledMain+0x000003F4
0045578C 00000000 0045343D HandledMain+0x000000EB
0045343D 00000000 0055567D WinMain+0x00000059
0055567D 00000000 7C817067 fabs+0x00000191
7C817067 00000000 00000000 RegisterWaitForInputIdle+0x00000049
This happend in commando's DM in an enforcer with static charge. . .
---- Battlezone II Log File ----
//=====================================================
App version: Patch 1.3pb4 Jun 9 2008 22:18:35
Exception code: C0000005 (ACCESS VIOLATION) READING from 8ABF950Ah
Message : Exception
Error occurred at 6/15/2008 16:41:18.
D:\MR Backup\Games\Battlezone Games\bzone1.3pb4\bzone.exe, run by Administrator.
1 processor(s), type 586.
Process Memory : 1769 MB free out of 2048 MB total
Physical memory: 308 MB free out of 1023 MB total
Page(swap) file: 1847 MB free out of 2459 MB total
Fault address: 0052184A 01:0012084A D:\MR Backup\Games\Battlezone Games\bzone1.3pb4\bzone.exe
Registers:
EAX:022BFA58
EBX:0B8E4400
ECX:8ABF950A
EDX:022BFA58
ESI:022BFA18
EDI:022BFA98
CS:EIP:001B:0052184A
SS:ESP:0023:022BF9BC EBP:022BFA98
DS:0023 ES:0023 FS:003B GS:0000
Flags:00210286
Call stack:
Address Return Function SourceFile
0052184A 00000000 004FBE0E OrdnanceClass::Build+0x00000008
004FBE0E 00000000 004FBED8 ChargeGun::SimulateFiring+0x000000C7
004FBED8 00000000 004F82CB ChargeGun::Simulate+0x00000056
004F82CB 00000000 0046126B ENTITY::SimulateAllLocal+0x00000151
0046126B 00000000 00461E83 MoveOneTurn+0x00000128
00461E83 00000000 0056475F MissionHandler::State::RunState::Process+0x00000443
0056475F 00000000 0045F691 RunCodes::Process+0x000001BF
0045F691 00000000 0056475F MissionHandler::Process+0x00000012
0056475F 00000000 00564BD4 RunCodes::Process+0x000001BF
00564BD4 00000000 00455A95 Main::MessagePump+0x00000064
00455A95 00000000 0045578C HandledMain+0x000003F4
0045578C 00000000 0045343D HandledMain+0x000000EB
0045343D 00000000 0055567D WinMain+0x00000059
0055567D 00000000 7C817067 fabs+0x00000191
7C817067 00000000 00000000 RegisterWaitForInputIdle+0x00000049
Hello, I'm having some graphical problems and I was hoping that maybe someone here could help me solve it.
Here are my system specs:
OS: Windows XP SP2
CPU: AMD Athlon 64 6400 Series, Dual Core, @3.21 GHz
Motherboard: ASUS M2N32-SLI Premium Vista Edition /w nVidia nForce 590 chipset
Memory: 2GB
Graphics: nVidia GeForce 8800 GTS /w around 512MB
Sound: Sound Blaster X-Fi XtremeGamer
Basically what happens is the game starts out just fine. Everything looks positively beautiful like this:
(http://i79.photobucket.com/albums/j141/Sejuuk/Settings.jpg)
After 10-15 minutes, this happens:
(http://i79.photobucket.com/albums/j141/Sejuuk/CorruptedOne.jpg)
Here's what the menu looks like when I hit the escape key:
(http://i79.photobucket.com/albums/j141/Sejuuk/CorruptedTwo.jpg)
Any suggestions?
Turn Sky Detail to None. Nvidia's latest drivers suck and therefore cause that issue.
god damn it... we must have seen that 1000000 times by now - cant ppl search first??
I think Im going to edit my thread about that to include the term 8800GT on the off chance that someone does try a search.
BUG: Pilots no longer use their jetpacks when told to 'deploy' by dll
I read something about some pilots not using their pack with the C key. I am not sure what version I read that bug at.
deployOnBuild = 0 - doesnt work for aircraft
It doesn't stay on the ground?
You want 1 for it to fly off.
That doesnt work either
NEW: Units running out of service bay before they are fully serviced.
Quote from: bigbadbogie on June 30, 2008, 11:53:50 AM
NEW: Units running out of service bay before they are fully serviced.
IIRC they always have unless you put a navpoint, even then they sometimes run off.
No.. I have never seen this until recently.
They only stay in the bay until their health is full, they disregard ammo.
Has anyone else noticed the baseDir aip command is not working as it was in 1.3 pb3?
scouts have strange behaviour, they randomly start patrolling between areas in my instant games :O
Quote from: TheJamsh on July 01, 2008, 12:26:23 PM
scouts have strange behaviour, they randomly start patrolling between areas in my instant games :O
This, I believe, is actually a new feature. I cant find an ODF command to turn it off or tweak it, but it does provide a sweeping radar instead of a static one (even if it is just 15 extra feet), and it also helps to keep people from sniping your scouts in MP games.
Ill put this in bug reports as I think it is one.
Hover scavs build extractors at their set altitude.
Meaning that if you want them flat to the ground, (they must be) then the set altitude must be 0.
With set altitude at 0 hover scavs hover at various heights.
I tried altering the dbscav's terrain__h and terrain height (relative to its root) but any other buildings align with that root position, and so cannot be built next to extractors.
Anything other that set altitude = 0 results in torn terrain and raised pools.
This is a new issue in 1.3pb4 was ok in 1.3pb3
i believe that hoverscavs are designed to deploy into the building at that altitude... ive had a few issues with that not happening but meh...
they always seem to behave differently in game rather than the editor though... no idea why... could that be a bug?
also, isnt it about time this thread got stickied?
I got GSH to add a toggle on the deploy for the whole altitude thing. If the toggle is on the scav's root is pulled to the ground, so now no more height issues. Throw in an animation of the hover scav getting higher and it is seamless.
urm, what is the ODF entry for the toggle thingy?
is that so you can make hover scavs either hit the ground OR stay at their altitude when deploying?
From the pb4a changelog:
Work on mantis #1199 - hoverscavs & deploy height. Added
[DeployableClass]
HoverScavDeployAtAltitude = true
If this is true, it uses the setAltitude to offset its position during deploying. If false, it ignores setAltitude. 1.3pb3 effectively treated this as false.
-- GSH
Has anyone noticed the in-game music not playing when using the .ogg files feature?
The music is playing now after I rebooted my computer.
does someone wanna stickly this thread? i noticed all the other PB forums had a 'bug report' thread in there...
Quote from: TheJamsh on July 21, 2008, 05:07:28 PM
does someone wanna stickly this thread? i noticed all the other PB forums had a 'bug report' thread in there...
Its easier for GSH to see bugs if they're in separate topics I think. Having them all in one might be annoying to look for them.
aye thats fair enough i guess...
---- Battlezone II Log File ----
//=====================================================
App version: Patch 1.3pb4 Jun 9 2008 22:18:35
Exception code: C0000005 (ACCESS VIOLATION) READING from 00000350h
Message : Exception
Error occurred at 7/30/2008 09:28:08.
C:\Program Files\Battlezone II\bzone.exe, run by Accident.
2 processor(s), type 586.
Process Memory : 1753 MB free out of 2048 MB total
Physical memory: 474 MB free out of 1023 MB total
Page(swap) file: 1970 MB free out of 2462 MB total
Fault address: 00426AC1 01:00025AC1 C:\Program Files\Battlezone II\bzone.exe
Registers:
EAX:00000000
EBX:061DB6B0
ECX:05F2F514
EDX:85A0984E
ESI:00000006
EDI:000FFFFF
CS:EIP:001B:00426AC1
SS:ESP:0023:022BFA1C EBP:022BFAA8
DS:0023 ES:0023 FS:003B GS:0000
Flags:00210206
Call stack:
Address Return Function SourceFile
00426AC1 00000000 0042BD30 Attacker::Execute+0x00000710
0042BD30 00000000 004016D0 ExecuteSchedPlans+0x0000054C
004016D0 00000000 00401F8C AiMission::Update+0x00000103
00401F8C 00000000 00461261 AI_Update+0x00000006
00461261 00000000 00461E0C MoveOneTurn+0x0000011E
00461E0C 00000000 0056475F MissionHandler::State::RunState::Process+0x000003CC
0056475F 00000000 0045F691 RunCodes::Process+0x000001BF
0045F691 00000000 0056475F MissionHandler::Process+0x00000012
0056475F 00000000 00564BD4 RunCodes::Process+0x000001BF
00564BD4 00000000 00455A95 Main::MessagePump+0x00000064
00455A95 00000000 0045578C HandledMain+0x000003F4
0045578C 00000000 0045343D HandledMain+0x000000EB
0045343D 00000000 0055567D WinMain+0x00000059
0055567D 00000000 7C816D4F fabs+0x00000191
7C816D4F 00000000 00000000 RegisterWaitForInputIdle+0x00000049
@Killer_AK:
One, dont post a single AV in every single thread pertaining to reporting of AVs. It's turning into spam.
Two, Readme Before Posting Bugs (http://www.bzuniverse.com/forum/index.php/topic,7932.0.html).
ya no hoot....i stopped now.
Ok here a weird one, not a bug as such, just odd.
Just getting the mpi working again for pb4 and have noticed new strangeness with assault hover vehicles, sometimes my AI Assault Dalek's, fail to shoot, indeed fail to point their turrets in the right direction, instead they chase you, drive right into you, Completely suicidal, maybe they want a kiss...
Has anyone else seen this? have any idea what may be causing it?
An engageRange of 0??
But I doubt it.. I have seen that happening long before pb4. In pb3 I used to order my QF units to attack an enemy QF powergen, and they would just run into it.
Then I swapped it for an ISDF pgen and they attacked it normally... I have no idea what the hell could possibly cause it.
Um no.
All these units worked in pb3, no significant changes have been made by me, I do notice that AI assault hover will now use its special, which it did not before, so im adjusting my weapon masks to see if it makes any difference.
On mass the Assault Dalek units do that sort of country dancing where they all spin around each other, if the emperor hears about this I am dead meat, again! :cry:
Its a very strange bug.
I think I figured it out.
When I built them I put the hp_shield on the main body, not the turret, now in pb4 when they have a shield they don't try to use their turret... rebuilding!
hmm, no moved the hp_shield on to the turret.
A dvatank without a shield works fine, one with a shield has a non rotating turret when driven by the AI, works fine with a human pilot. Worked fine with Ai in pb3.
Bummer, Daleks need shields.
I have not seen any Daleks in the past few seasons having shields...
(http://www.overminddl1.com/image_scripts/image_sig.php?type=ODL1signitures&image/sig.gif)
Generated by OvermindDL1's Signature Auto-Add Script (http://overminddl1.com) via GreaseMonkey (http://greasemonkey.mozdev.org/)
Quote from: mrtwosheds on August 02, 2008, 12:51:26 AM
Bummer, Daleks need shields.
That's the secret! Kill the shields and you slaughter the Daleks!
They have invisible shields.
More relevantly in The Legions of Skaro, they have 3 types of shields with custom textures and a huge array of weapons designed to have differing levels of effect on each type. The Assault hover units make up about 50% of the said Legions, most of them use shields. :cry:
Im hoping for a response from GSH on this one.
Quote
Im hoping for a response from GSH on this one.
Vague descriptions online won't get any useful response.
Be as specific as possible. I prefer a savegame that demonstrates the problem instantly.
-- GSH
I just tried putting a shield on an Assault Sabre and on a Warrior (with classlabel = "assaulthover") and the shields worked on both.
Can't really do a save game, that you can use, custom race etc.
What appears to be happening is this
case 1
An AI assault hover unit with 2 cannons (2 guns not used by AI), and a shield fails to operate its turret correctly, and so ends up driving about trying to aim at enemy's and failing.
The same unit without a shield operates fine.
case2
An AI assault hover unit with 1 cannon, and a shield operates fine.
So it seems to be that If there is >1 weapon and a shield then the AI cannot operate its turret correctly.
This is new to pb4, units worked ok in pb3.
The cannons are mounted either side of the unit.
There are no problems with Human operation of this unit.
I am hoping that you can point out something new that I have missed.
Post your weapon section
The whole odf.
[GameObjectClass]
baseName = "dvatank"
geometryName = "dvatank02.xsi"
geometryScale = 1.0
classLabel = "assaulthover"
scrapValue = 10
scrapCost = 70
customCost = 80
maxHealth = 4500
maxAmmo = 5000
addHealth = 9
addAmmo = 10
aiAddHealth = 12
aiAddAmmo = 14
armorClass = H
collisionRadius = 8.0
unitName = "AssaultDalek"
isAssault = 0
aiName = "AssaultTankProcess"
aiName2 = "AssaultTankProcess"
buildTime = 10.0
heatSignature = 0.3
imageSignature = 0.5
radarSignature = 0.2
Mass = 30000
enableServiceTruckPull = 0
//explosionName = "xsuiscav"
needPilot = 1
provideCount = 3
provideName1 = "dvatank"
provideName2 = "assault"
provideName3 = "DefendUnit"
lightHard1 = "hp_light_1"
lightName1 = "eyeblue"
lightHard2 = "hp_light_3"
lightName2 = "earlight"
requireCount = 3
requireName1 = "dbfact"
requireText1 = "Build Factory"
requireName2 = "dbsbay"
requireText2 = "Build Service Bay"
requireName3 = "dbmaster"
requireText3 = "Build Master Dalek"
weaponMask = 00011
weaponHard1 = "HP_CANNON_1"
visualHard1 = "HP_DOCK_r1"
weaponAssault1 = 1
weaponName1 = "gaxcann_a"
weaponHard2 = "HP_CANNON_2"
visualHard2 = "HP_DOCK_r2"
weaponAssault2 = 1
weaponName2 = "gaxcann_a"
weaponHard3 = "HP_GUN_1"
visualHard3 = "HP_DOCK_h"
weaponAssault3 = 1
weaponName3 = "gdiscrim_a"
weaponHard4 = "HP_GUN_2"
visualHard4 = "HP_DOCK_p"
weaponAssault4 = 1
weaponName4 = "gdiscrim_a"
weaponHard5 = "HP_SHIELD_1"
weaponAssault5 = 0
weaponName5 = "gabsorber"
turretCount = 5
turretName1 = "turret_y"
turretName2 = "turret_x_1"
turretName3 = "turret_x_2"
turretName4 = "turret_x_3"
turretName5 = "eyestalk"
[CraftClass]
rangeScan = 320.0
periodScan = 2.0
velocJam = 5.0
engageRange = 250
braccelFactor = 0.01f
velFactor = 0.2f
steerFactor = 1.5f // 1.5
omegaFactor = .125f // 0.2
avoidSpeed = 16;
topSpeed = 28.5;
attackTask = "AssaultTankAttack"
subAttackTask = "SupportSubAttack"
subAttackClass = "ANS"
// include air units as attack targets
// doesn't need to deploy to sub attack
// doesn't move towards unit in sub attack
selectWaitMsg = "iobey.wav"
selectAttackMsg = "regasnmd.wav"
selectFollowMsg = "iobey.wav"
selectGoMsg = "extallhum.wav"
selectOtherMsg = "iobey.wav"
goMsg = "dmove.wav"
attackMsg = "exterminad.wav"
followMeMsg = "dmove.wav"
followMsg = "iobeyd.wav"
repairMsg = "iobeyd.wav"
reloadMsg = "iobeyd.wav"
rescueMsg = "interupt.wav"
recycleMsg = "exterm.wav"
otherMsg = "inferiod.wav"
holdMsg = "stay.wav"
user1Msg = ""
killedMsg = "supreme.wav"
diedMsg = ""
[HoverCraftClass]
setAltitude = .875 //Height from the ground
accelDragStop = 22.0 //Time of hands-off stop (more stops faster)
accelDragFull = 1.0 // 1.0 //Can't see any difference
accelThrust = 25 // 15.0 //Acceleration/deceleration (more = quicker!)
accelBrake = 30 //10.0 //braking effect, more is more
aiAccelDrag = 20 //10
alphaTrack = 16.0 // 14.0 //15.0 //Speed at which the ship rights itself, terrain following
alphaDamp = 16.0 // 6.0 // 10.0 // Shock absorbers - steadiness of ship, gyros in effect
pitchPitch = 0.0 // 0.05 Nose movement up (less is less)
pitchThrust = 0.0 //0.05 Nose movement down (less is..urr less)
rollStrafe = 0.0 // Amount of Roll while strafing (bigger is more)
rollSteer = 0.0 // Amount of Roll while steering (bigger is more)
velocForward = 28
velocReverse = 18
omegaSpin = 1.0 //Speed of spinning while motionless (more is quicker)
omegaTurn = 1.0 //Speed of spinning while in motion (more is quicker)
accelJump = 30 //Jump limiter
LIFT_SPRING = 25.0
LIFT_DAMP = 10.0//6.25
soundThrust = "dalekthr.wav"
[AssaultHoverClass]
yawRate = 3.14
pitchMin = -1.57
pitchMax = 1.57
Looks fine to me. Try commenting out the guns and moving the Shield to their slot.
aiAccelDrag = 20 //10 isn't read for hover.
The cases 1&2 have been shown to not be totally correct, as I now have an assault hover with just 1 gun_a and a shield that also malfunctions...further diagnosis is required.
one significant difference between the units that can't use shield and those that can is the disabled ones have 5 turrets the ones that work have 4.....hmmm.
turretCount = 5
turretName1 = "turret_y"
turretName2 = "turret_x_1"
turretName3 = "turret_x_2"
turretName4 = "turret_x_3"
turretName5 = "eyestalk"
.....nope its not that...
So I have 2 dvrckt, they both use the same model.
The only difference is that one has 1x rocket_c 1x rocket_a, the other has 2x rocket_a.
Both work without a shield.
If it has a shield, the one without a rocket_c appears to develop a problem if they are ordered to attack a combat category unit.
Problem description
Assault hover vehicle, without combat weapon + shield +combat target. Does not fire, does not rotate its turret, drives toward target until it collides.
If this unit does not have a shield the problem does not occur.
If ordered to attack a building the turret rotates and it fires.
So it could be trying to use the shield (default combat?) to attack a combat target. Its almost genius... might even be a useful bug for
people wanting to create units that ram things :-D
I might see if I can fix it with assault/combat shields.
Yes!, Assault/ combat flavour shields stops this ramming/country dancing problem from occurring with these units.
:mrgreen:
Quote from: mrtwosheds on August 03, 2008, 11:57:27 AM
Yes!, Assault/ combat flavour shields stops this ramming/country dancing problem from occurring with these units.
:mrgreen:
mmmmm.... flavor shields
Excuse me, did you say, "Assault/Combat Shields"??? Never would have thought of that. You'd think they would be neutral.
Only PACKs are neutral...
Yes, it seems they are combat, like anything else when it is not specified, (packs?)
But it seems as if the assault hover units with only assault weapons, were trying to use the shield against combat targets.
Once every weapon entry was IsAssault = 1 the problems stopped.
Fortunately I successfully negotiated with The Lead Dalek development scientists, and no rumours of "kissing" and "country dancing" have reached the Emperor. So our molecules remain integrated in their usual configuration for now.