Battlezone Universe

Battlezone Universe => Archive Vault => Public 1.3 Beta 2 Archive => Topic started by: Commando on March 01, 2006, 08:18:25 PM

Title: 1.3 Public Beta 2 bugs
Post by: Commando on March 01, 2006, 08:18:25 PM
1.  Axeminister brought to my attention that multiworld games will frequently pause on him.  My guess is this is due to worldupdates.  I suggested adjusting the changelog to use the old ordpath.

2.  Objects are way off when it comes to where they are dispalyed.  This was brought up in another post.  I noticed it just a few minutes ago in a game I hosted.  I would actually clip into scavenger models because they were drawn behend their exact location.  I also had to aim maybe 15 meters in front of enemy units just to hit them.  It may have been closer to 20 meters.  This was with mwf set to 1 oddly enough.  I hadn't noticed this issue in private builds which is odd.
Title: Re: 1.3 Public Beta 2 bugs
Post by: Spawn on March 01, 2006, 10:02:09 PM
I've seen the issue from pb1, scout has seen it for longer.

And an editor bug, nicely mentioned by TOO. (http://www.bzuniverse.com/forum/index.php/topic,5598.0.html)
Title: Re: 1.3 Public Beta 2 bugs
Post by: Self_Destructo on March 02, 2006, 12:40:03 PM
I noticed in multiplayer that if you went up to push a scv from it's back, you end up in between it's tracks.

Also, in the Instant game, Toon Trail map, I noticed that when I tell a scv to deploy on the east pool, it would say, "Got it covered." and would stop where it was and do nothing. Finally I just had to get in the scv and deploy it on the pool myself. Probably just a map problem and not a pb2 problem.

Also, on this Toon Trail map, rocket tanks would let enemy ship fly right by it and never fire a shot... this was aggravating, because I built them intending on them keeping archers off the hills, which instead, they did nothing. I will say, they did start firing on the enemy when I just selected them and gave them an enemy to fight, and then they did thier job from then on. Just a minor bug that became a big problem for me is all.

I've noticed in pb1 and pb2, that if you point your nose down to run, and keep holding it down like you would in 1.2, you eventually will end up flipping upside down and be going the other way. :/
Title: Re: 1.3 Public Beta 2 bugs
Post by: Spawn on March 02, 2006, 12:50:38 PM
The first bug could be telling more than one scav to go to a pool, if one on your team is sent all the others told ignore the order for some reason.
The second would be the rocket tanks being flakey, try giving them hornet instead of the stock config, it works better.
The third is probablly from ships being higher off the ground than in 1.2, though the process you mentioned can still happen in 1.2.
Title: Re: 1.3 Public Beta 2 bugs
Post by: Self_Destructo on March 02, 2006, 03:27:18 PM
I only told one scv to get a pool, that's alwasys been a thing I've done.
Title: Re: 1.3 Public Beta 2 bugs
Post by: Eraser on March 02, 2006, 03:45:44 PM
Bz2edit.exe bug:  control and play preferences are rest to the defaults upon starting, even though graphics and sound prefs are not.
Title: Re: 1.3 Public Beta 2 bugs
Post by: Michael on March 02, 2006, 09:10:32 PM
I was playing a strat with squirrel tonight and noticed some interesting things.

First of all, it seems there is much more warping and what is percieved as lag to me in pb2. The targeting even for my own ships is not over the ships but is in front of it. Also when dogfighting, it seems like I am back in 1.1 because where the person is and where he looks to be is totally different. I can't even predict where he will be because they jump around too much.

I was playing as the scions and built a armory. I tried to build a weapon and it looked like it was doing it in the armory(the weapon category was highlighted as well as the chosen weapon. But it never fired the weapon, I tried another weapon and it said that it needed a lung. I was a little confused because I was looking right at the stronghold lung. So I added a lung, then another after doing this five times, the stronghold finally shot out all the weapons I had ordered. After while when I ordered a weapon it was doing the same thing. So I demo'ed it then built another, it seemed to be fine after that.

Besides those issues it seems pretty good. Though I have only played one game. Thanks again for the patch!! Hopefully these things are not too difficult to fix.

Title: Re: 1.3 Public Beta 2 bugs
Post by: Avatar on March 03, 2006, 05:57:58 AM
Quote from: Self_Destructo on March 02, 2006, 03:27:18 PM
I only told one scv to get a pool, that's alwasys been a thing I've done.

This drives me nuts because it also applies to Scavs that are picking up loose scrap.

A Scav 'calls dibs' on scrap or a pool when it decides to go to either.  That is, once a Scav picks a pool or scrap as its target none of the others can access that item regardless of what you tell them to do.

I think this is buried in the Scav AI, and AI wasn't really something Nathan got deeply into.  :(

-Av-
Title: Re: 1.3 Public Beta 2 bugs
Post by: Axeminister on March 03, 2006, 06:22:02 PM
(1) Close proximity hits. If someone (friendly) comes too close to my side, and I'm firing my cannon, they get blasted instead. Never happened before this patch.
(2)Can't find hit point. The entire enemy ship isn't the target now, somewhere in the back is where you need to shoot, for me. But I've noticed people on forum are saying somewhere in the front is the hit point for them.
(3)Everything slows down, stops and breaks loose again, like a gamestate check, but doesn't say it's a gamestate check.
(4)I tried entering a couple of deathmatch games where the host must have been trying to quit the game, because I sat there loading for ten minutes before game decided to tell me server quit. (So this may or may not be a problem/issue.
(5)I host a game, then it says that someone tried to join but couldn't because of password, when I have no password up. At one point I noticed that a letter (l) as in Lucy(in lower case) might have automatically been there. I can delete it everytime, but people who don't read forums or just want to play may not want to stop a mpi game they are thirty minutes into just to let people in, whenever they may not know how to resolve the issue with the password anyway.

Please take my comments from the view of a game player, I know nothing of programming. I know how to cut the head off of my Aunt and paste onto a screenshot of Julie from Heavy Metal Fakk2 for a laugh, but that's about it.
Axeminister
Title: Re: 1.3 Public Beta 2 bugs
Post by: squirrelof09 on March 03, 2006, 07:03:34 PM
In addition to Micheals bug with the armory..

I was playing a MPI game. I had noticed that the AI had bilt a couple of bulbs next to the armory..

Heres a snapshot on what I mean:  www.spike.http.co.il/uploads/up/A001215.png




In addition to Axes problem with the password..

My friend has been hosting every now and then, and I have noticed a (P) which ment password. I had asked him on messanger if he had set a password. He said no, so I tried to join but it wouldn't work. My friend said it said I tried to join with a bad password. So, he thought it had something to do with his router. He went in and turned on DMZ and rehosted. and I had rejoinedwas able to join.. well then the server crash, and he decided to turn DMZ back off.. so he did and when he wanted to rehost, there was a password set again to his server.

So, then we both tried a reboot (friend suggested it). Well after our reboots he had rehosted. as I searched the server list I saw his game with no password and was able t join. As soon as I had gotten in the game, I told him not to quit the session! I was able to actully play a game with him too//

Also, it seems to have a password when someone has set a server message.

if you understood anything I said, give me a cookie..
Title: Re: 1.3 Public Beta 2 bugs
Post by: Commando on March 04, 2006, 09:34:50 PM
One of these tweaks may be responsible to the frequent resyncs in multiworld.  They aren't full blown resyncs.  They are just sligh pauses where are very noticable on worldswaps.

- When alt-tabbed in multiworld, game does more work, acting more like
what happens when the game isn't alt-tabbed. This might help make
behavior post alt-tabs more like they never happened.

-- b63l released
- Possible fix for slowdown after returning from alt-tab. FPS drops to
0 while alt-tabbed, so some things that were based off that were
unhappy. [NM]

-- - More possible tweakes for slowdown after returning from
alt-tab with multiplayer and/or multiworld on. [NM]

b64p

The la
Title: Re: 1.3 Public Beta 2 bugs
Post by: General_Hoohah on March 05, 2006, 12:17:35 AM
Since installing the patch I've played five MPI games in G66 with this patch, and I have to say honestly.... I really LOVE all the cool stuff that was added, but...

1. The game play sucks! I’m sorry, but I can't snipe or acquire a missile lock on any AI units! This isn't just G66, it's playing against AI in everything. Shooting AI enemies is over half of the game playing experience. Without that, you don’t have a game. This needs to be fixed ASAP! It’s hard to explain what the bug is exactly. It’s almost like you have to aim at the lead target to get a missile lock....

So far I've lost four games out of five because I can't acquire a lock or snipe anything AI controlled! I got so angry, I had to get up and leave the room to cool off at one point because I couldn't defend my self, and as a result I lost my ship and was stranded out in the middle of no where, while my base was being ransacked with no commander to organize a defense.

2. Another bug I noticed is in the screen before I launched the game, in multiplayer. When I chose the options tab to go into the AI settings, that menu screen sometimes mixes up with the one before it and everything looks garbled together. I've also seen this happen in several other menu screens, when you click on an options tap or switch back and forth from one menu to another. Could it be my vcard? I have a XFX 6800 GT.

3.  Scavengers seem to be worse now. They often stop working and just sit even though they are surrounded by scrap. They do it very often now, compared to how they behaved before. I’m low on scrap and wondering why my bar isn’t going up when I have four scavs showing on my HUD. I go to my base, and they are just sitting in the middle of an open area, surrounded by scrap. This problem got really bad on the Scrap Valley map, but happened on others. Before the patch, they would also start picking up scrap a few seconds after exiting the Recycler bay. Now half the time, they just sit there, doing nothing. I found a scav I thought had been picking up scrap, that had probably been sitting in front of my recycler for fifteen minutes after it was built! I’m usually really organized with my scavs, but I can’t baby sit them 100% of the time, micromanaging every second of their existence. This is ridiculous.

I don't know if this is just the Scrap Valley map, but scavengers seem to just dive into the water as if they WANT to go in, like they have this craving to go swimming.... I don't understand it. On this map they do it constantly.

Scavengers will also decide to go pick up scrap that’s a good distance away, when there’s scrap right next to them that’s been sitting there for a while.

4. While playing the Scrap Valley map, I noticed that most of the time Rocket tanks don't attack anything. Often they just stand around while everything is blowing up around them. They aren’t even aiming or looking at the enemy. They just sit there staring off into space. They only attack if I tell them to.

5. Wheeled vehicles and constructors seem to have more trouble on bridges now. Either they just bounce off of the bridge as if they are being repelled by it, or they can’t get up it where the ramp first starts at the tip, like they are trying to drive against the wall. They try rotating, driving at angles, try backing up it, driving side to side, and all sorts of other ways, but they just can't get up. I never saw either of these things happen before.... I noticed this problem was worst on the scrap valley map. I saw an assault tank bounce off, fly up 40 feet in the air, and land on the other side of my base about 200 feet away! It happened when an enemy tank crossed the bridge and bumped into it. The assault tank was making a run for the bridge at full speed, starting at a distance and was perfectly aligned with it, not at any weird angles. Just as he tried to dive over the tip of the ramp, he bounced off it, and at that split second the enemy tank hit him. That’s when he took off like a rocket, LOL. I don't think this has anything to do with the AI, I think its physics.

I noticed that most of these bugs were most apparent on the Scrap Valley map. For some reason they are amplified when you play it. This could actually be a good thing, because it could better help identify them if this is true. Play this map and see what I’m talking about. Sonic posted it in the G66 area of the forum here:

http://www.bzuniverse.com/forum/index.php/topic,3812.0.html

Please fix the targeting problem. It's by far the worst problem, and is making the game nearly unplayable against AI half the time.
Title: Re: 1.3 Public Beta 2 bugs
Post by: deadscion on March 05, 2006, 10:10:46 AM
server switching error---

I did not think to get a copy of Battlezone.log before trying other things, but I will try to repeat the error.

Situation:

Deathmatch map--- the classic Pyramid of course(heh)

Players
Me ( broadband)
Shadow(broadband)
Bender( broadband)
squirrel( 56k)

When I attempted to switch server to Shadow because he had the lowest ping, the game kicked me to a game over screen.
Was Shadow leaving unexpectedly? unkown.
Title: Re: 1.3 Public Beta 2 bugs
Post by: squirrelof09 on March 05, 2006, 10:13:31 AM
Quotesquirrel( 56k)
squirrel ( satellite)

And Switching servers seems to always screws up. Some times it works though, like when dark(BWolf)  from my clan switches server to Red from my clan it will work..
Title: Re: 1.3 Public Beta 2 bugs
Post by: General BlackDragon on March 05, 2006, 03:16:35 PM
hey squirrel, wanna lag less? take 20 bucks and go buy a 56k...

i guarentee it's faster in game....
Title: Re: 1.3 Public Beta 2 bugs
Post by: Angstromicus on March 05, 2006, 04:35:19 PM
I believe the annoying physics bug where being instnatly damaged by kickvelocity still exists.

I have two units to example this:

Demon Scout:
2500 Health - Heavy Armor
Same Size as a regular scout.

Dragoon Cobra Tank:
35000 Health - Heavy Armor
15 Percent smaller than a regular scout.

Both vehicles when hit by a kick velocity of 70 (edit: radius is 35), and damaged by- direct hit: 120,  explosion- 72 (radius is 40).

Demon Scout Trials
28%
7%
8%
6%
26%

Dragoon Cobra Tank
21%
21%
21%
<1%
<1%.

Both vehicles when damaged by- direct hit: 120,  explosion- 72 (radius is 40).
Demon Scout Trials
8%
7%
8%
8%
7%

Dragoon Cobra Tank
<1%
<1%
<1%
<1%
<1%

This is a major physics bug that needs to be fixed.
Title: Re: 1.3 Public Beta 2 bugs
Post by: Spawn on March 05, 2006, 05:16:13 PM
Um, care to post the actual files?
Title: Re: 1.3 Public Beta 2 bugs
Post by: Angstromicus on March 05, 2006, 05:58:34 PM
FINE!!

Weapon Files:
(the shell)

[OrdnanceClass]
classLabel = "bouncebomb"

shotGeometry = NULL
shotRadius = 10.0
xplGround = "xslavacar"
xplVehicle = "xslavacar"
xplBuilding = "xslavacar"
xplExpire = "xslavacar"

renderName = "Dslava3.render"

ammoCost = 20

lifeSpan = 180

shotSpeed = 50.0

damageValue(N) = 200
damageValue(L) = 140
damageValue(H) = 120
damageValue(S) = 140
damageValue(D) = 200
damageValue(A) = 120

[BounceBombClass]
bounceRatio = 1

[Render]
renderBase = "draw_multi"
renderCount = 2
renderName1 = "Dslava3.Slyco"
renderName2 = "Dslava3.light"

[Slyco]
renderBase = "draw_twirl"
textureName = "lighthalo.tga"
textureBlend = "one one modulate"
startColor = "255 160 140 255"
finishColor = "255 160 140 255"
startRadius = 6
finishRadius = 6
animateTime = 0
rotationRate = 0

[Light]
simulateBase = "sim_null"
lifeTime = 0.7
renderBase = "draw_light"
startColor = "255 160 140 255"
finishColor = "255 160 140 255"
startRadius = 25
finishRadius = 25
animateTime = 0
attenuateConstant = 0.0
attenuateLinear = 0.0
attenuateQuadratic = 0.0

(The explosion)
// ===============
// PLASMA VEHICLE HIT
// ===============

[ExplosionClass]
classLabel = "explosion"

explSound = "xfire1.wav"
damageRadius = 40.0

damageValue(N) = 120 // none
damageValue(L) = 96 // light
damageValue(H) = 72 // heavy

damageValue(S) = 96 // standard
damageValue(D) = 120 // deflection
damageValue(A) = 72 // absorbtion

kickRadius = 35.0
kickOmega = 0.0
kickVeloc = 70 //70.0

particleTypes = 4
particleClass1 = "xslavacar.core"
particleCount1 = 1
particleVeloc1 = "0.0 0.0 0.0"

//particleClass2 = "xslavacar.puff"
//particleCount2 = 4
//particleVeloc2 = "7.0 7.0 7.0"

particleClass2 = "xslavacar.light"
particleCount2 = 1
particleVeloc2 = "0.0 0.0 0.0"

particleClass3 = "xslavacar.shock"
particleCount3 = 1
particleVeloc3 = "0.0 0.0 0.0"

particleClass4 = "xslavacar.splat"
particleCount4 = 1
particleVeloc4 = "0.0 0.0 0.0"

[Core]
simulateBase = "sim_null"
lifeTime = 1.0
renderBase = "draw_twirl"
textureName = "flame.tga"
textureBlend = "one one modulate"
startColor = "255 180 140 255"
finishColor = "0 0 0 0"
startRadius = 3.0
finishRadius = 0.3
animateTime = 1.0

[Puff]
simulateBase = "sim_smoke"
lifeTime = 0.7
renderBase = "draw_twirl"
textureName = "flame.tga"
textureBlend = "one one modulate"
startColor = "255 180 140 255"
finishColor = "0 0 0 0"
startRadius = 1.5
finishRadius = 6.0
animateTime = 0.7
rotationRate = 0.3

[Light]
simulateBase = "sim_null"
lifeTime = 0.7
renderBase = "draw_light"
startColor = "255 180 140 255"
finishColor = "0 0 0 0"
startRadius = 35
finishRadius = 35
animateTime = 0.7
attenuateConstant = 0.0
attenuateLinear = 0.0
attenuateQuadratic = 0.0

[Shock]
simulateBase = "sim_null"
lifeTime = 0.2
renderBase = "draw_sphere"
textureName = "vsmoke.tga"
textureBlend = "one one modulate"
startColor = "255 180 140 255"
finishColor = "0 0 0 0"
startRadius = 1.5
finishRadius = 9
animateTime = 0.2
latitudeBands = 8
longitudeSegments = 16

[Splat]
simulateBase = "sim_null"
lifeTime = 0.4
renderBase = "draw_twirl"
textureName = "ring.tga"
textureBlend = "one one modulate"
startColor = "255 180 140 255"
finishColor = "0 0 0 0"
startRadius = 0.3
finishRadius = 3
animateTime = 0.4

Edit:

(Cobra)
///////
/////Made by AlphaDragon Of the Dragons of Abaddon Clan
///http://www.doaclan.cc.st
//
[GameObjectClass]
geometryName = "dvcobcom_skel.xsi"
cockpitName = "DVcobcom_cockpit.xsi"
geometryscale = .50
classLabel = "wingman"
scrapValue = 0
scrapCost = 55
customCost = 65
buildTime = 15.0
customTime = 15.0
maxHealth = 35000
maxAmmo = 5000
addAmmo = 1000
addHealth = 350
unitName = "Cobra"
aiName = "MorphTankFriend"
aiName2 = "MorphTankEnemy"
unitIcon = "icon_dvcob.tga"
UnitStatus = "wire_dvcob.tga"
explosionName = "xobliv"

heatSignature = 0.5
imageSignature = 1.5
radarSignature = 1.5

isAssault = 1

armorClass = H

/////// weapons ///////////////////

weaponMask = 11111

weaponHard1 = "HP_CANNON_1"
weaponName1 = "gospark2"
weaponAssault1 = 0
weaponHard2 = "HP_CANNON_2"
weaponName2 = "gospark2"
weaponAssault2 = 0
weaponHard3 = "HP_GUN_1"
weaponName3 = "Dbiamt_a1"
weaponAssault3 = 0
weaponHard4 = "HP_GUN_2"
weaponName4 = "Dbiamt_a1"
weaponAssault4 = 0
weaponHard5 = "HP_SPECIAL_1"
weaponName5 = "Ddarkfl1"
weaponAssault5 = 0

[CraftClass]
rangeScan = 400.0f
periodScan = 1.0f
velocJam = 5.0f
engageRange = 2000

braccelFactor = 2.0
velFactor = 1.0
steerFactor = 2.0
omegaFactor = 1.0
strafeFactor = 2.0

avoidSpeed = 0
topSpeed = 150

selectWaitMsg = "Dvcob05.wav"
selectAttackMsg = "Dvcob02.wav"
selectFollowMsg = "Dvcob04.wav"
selectGoMsg = "Dvcob04.wav"
selectOtherMsg = "Dvcob32.wav"
holdMsg = "Dvcob12.wav"

goMsg = "Dvcob04.wav"
attackMsg = "Dvcob06.wav"
followMeMsg = "Dvcob08.wav"
followMsg = "Dvcob03.wav"
repairMsg = "Dvcob09.wav"
reloadMsg = "Dvcob09.wav"
rescueMsg = "Dvcob10.wav"
recycleMsg = "nulls.wav"
otherMsg = "Dvcob05.wav"
holdMsg = "Dvcob12.wav"
user1Msg = "" 
killedMsg = "Dvcob07.wav"
diedMsg = ""

attackTask = "ArtlAttack"
subAttackTask = "ArtlSubAttack"
subAttackClass = "ANN"

[HoverCraftClass]
velocForward = 80 //60.0 // []
velocReverse = 80.0 // []
velocStrafe = 80.0 //40 // []
accelThrust = 69.0 //35.0 //acceleration []
accelBrake = 50.0 //40 // braking
accelDragStop = 12.0 //6 //how fast it stops once hands are off controls []
accelJump = 20.0 //10 //5 []
w
setAltitude = .6 //.5 // how high off the ground

alphaTrack = 21.0 //springs speed it rights itself []
alphaDamp = 8.0 //shocks [.5]

pitchPitch = 0.35 //nose up []
pitchThrust = 0.20 //nose down []

rollStrafe = 0.00 //rolls while strafing []
omegaSpin = 10.0 //10.0 //spinning in place speed []
omegaTurn = 3.0 //turning while moving speed []
alphaSteer = 7.5 //how fast it responds to steering []
rollSteer = 0.00 //rolls while steering []

soundThrust = "ssent01c.wav"

(Demon Scout)
[GameObjectClass]
baseName = "ivscout"
geometryName = "ivscout00.xsi"
cockpitName= "ivscout_cockpit.xsi"
animCount = 3
animName1 = "forward"
animFile1 = "ivscoutsf.xsi"
animName2 = "neutral"
animFile2 = "ivscoutsn.xsi"
animName3 = "reverse"
animFile3 = "ivscoutsr.xsi"
classLabel = "wingman"
scrapValue = 0
scrapCost = 50
customCost = 50
buildTime = 15.0
customTime = 15.0
maxHealth = 2500
addHealth = 10
maxAmmo = 2200
addAmmo = 22
unitName = "Demon Scout"
aiName = "ScoutFriend"
aiName2 = "ScoutEnemy"

heatSignature = 0.5
imageSignature = 3.0
radarSignature = 0.3

isAssault = 0

armorClass = H

effectHard1 = "hp_SPECIAL_1"
effectName1 = "ivdscout.shield"

requireCount = 0

/////// weapons ///////////////////

weaponMask = 00001
weaponHard1 = "HP_GUN_1"
weaponName1 = "gminigun_c"
weaponAssault1 = 0
weaponHard2 = "HP_GUN_2"
weaponName2 = "gminigun_c"
weaponAssault2 = 0
weaponHard3 = "HP_ROCKET_1"
weaponName3 = "gfafmsl_c"
weaponAssault3 = 0
weaponHard4 = "HP_SPECIAL_1"
weaponName4 = "gdarkflr"
weaponAssault4 = 0

//////////////////////////////////

lightHard1 = "hp_light_1"
lightName1 = "spotblue2"
lightHard2 = "hp_light_2"
lightName2 =  "spotblue2"

[CraftClass]
rangeScan = 450.0f
periodScan = 5.0f
velocJam = 10.0f
engageRange = 1000

braccelFactor = 0.05
velFactor = 0.2
steerFactor = 1.0
omegaFactor = 0.5
strafeFactor = 0.2

topSpeed = 30

selectWaitMsg = "ivscout04.wav"
selectAttackMsg = "ivscout01.wav"
selectFollowMsg = "ivscout03.wav"
selectGoMsg = "ivscout02.wav"
selectOtherMsg = "ivscout04.wav"

goMsg = "ivscout05.wav"
attackMsg = "ivscout06.wav"
followMeMsg = "ivscout03.wav"
followMsg = "ivscout08.wav"
repairMsg = "ivscout09.wav"
reloadMsg = "ivscout09.wav"
rescueMsg = "ivscout10.wav"
recycleMsg = "ivscout11.wav"
otherMsg = "ivscout10.wav"
holdMsg = "ivscout12.wav"
user1Msg = "" 
killedMsg = "ivscout07.wav"
diedMsg = ""

[HoverCraftClass]
velocForward = 40.0 // [40]
velocReverse = 10.0 // [10]
velocStrafe = 20.0 // [20]
accelThrust = 25.0 // acceleration [25.]
accelDragStop = 5.0 // how fast it stops once hands are off controls [5.9]
accelJump = 18.0
aiAccelDrag = 10

setAltitude = 1.0 // how high off the ground

alphaTrack = 21.0 //springs speed it rights itself [5.]
alphaDamp = 8.0 //shocks [5.]

pitchPitch = 0.25 // nose up [.1]
pitchThrust = 0.05 // nose down [.1]

rollStrafe = 0.1 // rolls while strafing [1.7]
omegaSpin = 3.5 // spinning in place speed [3.5]
omegaTurn = 3.5 // turning while moving speed [3.45]
alphaSteer = 5.5 // how fast it responds to steering [3.]
rollSteer = 0.1 // rolls while steering [.35]

soundThrust = "ieng01b.wav"
soundTurbo = "avtanke3.wav"

animSteer = "steer"

[Lod1]
geometryName = "ivscoutL1.xsi" ;geometry for lod1
distance = 30

[Lod2]
geometryName = "ivscoutL2.xsi" ;geometry for lod2
distance = 60                 ;...distance over this many meters => switch to lod2

[Shield]
renderBase = "draw_geom"
textureName = NULL
textureBlend = "one one modulate"
startColor = "255 0 0 200"
finishColor = "255 0 0 200"
startRadius = 1.04
finishRadius = 1.04
animateTime = 1
geomName = "ivscout00.xsi"
Title: Re: 1.3 Public Beta 2 bugs
Post by: Avatar on March 05, 2006, 06:24:29 PM
Unrelated to the original issue but you're using the full geometry of a scout for a 'ghost' shield effect?  That's a LOT of polys...

-Av-
Title: Re: 1.3 Public Beta 2 bugs
Post by: Raven on March 06, 2006, 01:55:23 PM
Switching servers seemed to stop working in 1.2. It was fine in 1.1 using the /newserver [NAME] command, i always used to then...but now....

As for that shell merge thing, on mine ive only so far seen, well, heared the music merge, no images as of yet :s

As for those problems, you know what todo, dont use Scrap Valley :-)

I agree the first thing to sort is the visual lag (the lead target behind thingy in other words)

Scavs...just...dont go there :x


Wow, that was a pointless post...sorry, bored...

OH! For some reason my login screen decided to mute (music not SFX) dunno why...mayb gameprefs? Though i edited nothing todo with shells or anything...wierd how the button sounds work and the music stops...Its fine on all other screens.
Title: Re: 1.3 Public Beta 2 bugs
Post by: GSH on March 06, 2006, 02:15:25 PM
If it's a "major" bug, then perhaps explaining it a bit better might help. All I see is a bunch of random numbers.

-- GSH
Title: Re: 1.3 Public Beta 2 bugs
Post by: General BlackDragon on March 06, 2006, 03:45:32 PM
i like the kickvelocity doing damage, makes things more realistic!
Title: Re: 1.3 Public Beta 2 bugs
Post by: ScarleTomato on March 06, 2006, 03:56:25 PM
If your having trouble with missing sounds raven, chech how many channels are set in the sound options. For some reason my install set them both to 1.

What exactly does kickVelocity do?
Title: Re: 1.3 Public Beta 2 bugs
Post by: Angstromicus on March 06, 2006, 04:06:08 PM
Awww man... I didn't explain it good...

Okay! Here we go again.

Kick velocity seems to do damage on its own, instead of the velocity at which you hit something doing damage.

The instant kick velocity is applied to a moveable object (it has to be relatively high), it takes damage. This should be a known bug from 1.3pb1.

If you didn't understand that, I'll be a bit more creative.

Imagine you are driving a car, (a heavily armored car), and a bomb explodes, hurling your car at 50 mph towards a wall of solid titanium (or diamond/kevlar/something really hard). The wall is 200 meters from the car. The instant your car moves towards that wall, it takes damage as if it hit the wall at 500 mph before it even touches it (meaning it takes MASSIVE damage). But, the car dosen't stop, it keeps flying towards the wall.
Title: Re: 1.3 Public Beta 2 bugs
Post by: General BlackDragon on March 06, 2006, 04:08:11 PM
umm...it works good like it is, tone down the kick velocity lol.
Title: Re: 1.3 Public Beta 2 bugs
Post by: Angstromicus on March 06, 2006, 07:42:15 PM
Bah... Such limitations!
Title: Re: 1.3 Public Beta 2 bugs
Post by: General BlackDragon on March 06, 2006, 10:24:44 PM
oh yah, and get on msn sometime! lol :P
Title: Re: 1.3 Public Beta 2 bugs
Post by: Raven on March 07, 2006, 01:09:31 PM
I figured it out anyway Scarletomato, i made the version on "false" so it doesnt show, and the music then stopped wotking. It worked on original as i left it, but after changing that for my mod, it stopped. And i doubt moving the radar will do much to sound :p so thats it.
Title: Re: 1.3 Public Beta 2 bugs
Post by: mase on March 07, 2006, 01:17:39 PM
AV while playing an MPI Game on MPIHilo.

I guess I'm the only one that got the AV, as the game's still going on.

Was us ISDF vs Scion was in a Chain Scout engaging them near their base.

[ E X C E P T I O N ]
Patch 1.3PublicBeta2 Feb 28 2006 09:00:21
Type: ACCESS VIOLATION
Info: READING from 1011B008h
CallStack:
0040BBCD +0099 bzone.exe EXE AttackTask.obj protected: void __thiscall AttackTaskP::WaitState(enum AttackTaskP::StateMode)
0040B941 +0537 bzone.exe EXE AttackTask.obj public: virtual void __thiscall AttackTaskP::DoState(void)
Registers:
EAX: 0B2739C0h   CS: 0000001Bh  DS: 00000023h
EBX: 0B3852C0h  EIP: 0040BBCDh  ES: 00000023h
ECX: 0B4B58A8h   SS: 00000023h  FS: 0000003Bh
EDX: 1011AEA8h  EBP: 021CFA9Ch  GS: 00000000h
ESI: 00000000h  ESP: 021CFA7Ch           
EDI: 0B3852C0h                       
CF: 00210202h PF:0 AF:0 ZF:0 SF:0 OF:0
Entering critical shutdown

If you need the full log, i can post it
Title: Re: 1.3 Public Beta 2 bugs
Post by: Red Devil on March 07, 2006, 02:07:46 PM
I got that yesterday on Loot after I hopped in a Sentry.
Title: Re: 1.3 Public Beta 2 bugs
Post by: Ungodly on March 10, 2006, 06:50:28 PM
Quote from: Michael on March 02, 2006, 09:10:32 PM
snip...
I was playing as the scions and built a armory. I tried to build a weapon and it looked like it was doing it in the armory(the weapon category was highlighted as well as the chosen weapon. But it never fired the weapon, I tried another weapon and it said that it needed a lung. I was a little confused because I was looking right at the stronghold lung. So I added a lung, then another after doing this five times, the stronghold finally shot out all the weapons I had ordered. After while when I ordered a weapon it was doing the same thing. So I demo'ed it then built another, it seemed to be fine after that.

I too have seen this on occasions but didn't really focus on it till tonight.  I was playing an IA game and noticed that my armory (playing as Scion) wanted another lung ... well, the sucker already had one.  It wouldn't spit out any weapons till i did add the lung.
Title: Re: 1.3 Public Beta 2 bugs
Post by: GSH on March 10, 2006, 07:00:54 PM
That's when making a savegame would be useful.

-- GSH
Title: Re: 1.3 Public Beta 2 bugs
Post by: Commando on March 10, 2006, 09:06:16 PM
I was able to reproduce the bug.  It appears that making savegames then loading those savegames is the cause of this bug.  My guess is that resyncs will also introduce this bug, but I could be wrong.
Title: Re: 1.3 Public Beta 2 bugs
Post by: seanthegreat on March 11, 2006, 12:41:01 PM
Found a new bug go to www.spike.http.co.il/uploads/up/A001280.jpg
Title: Re: 1.3 Public Beta 2 bugs
Post by: General BlackDragon on March 11, 2006, 01:34:03 PM
what the hell?

hey dont those shell button colors look like FleshStorm mod, are you running that?
Title: Re: 1.3 Public Beta 2 bugs
Post by: seanthegreat on March 11, 2006, 01:53:15 PM
Quote from: General BlackDragon on March 11, 2006, 01:34:03 PM
what the hell?

hey dont those shell button colors look like FleshStorm mod, are you running that?
no when u press back or somthing like 2 times it keeps doing it or was it 3 and im using red_devils's treaks also i was playing stock
Title: Re: 1.3 Public Beta 2 bugs
Post by: Axeminister on March 13, 2006, 02:58:20 PM
I just started one of my famous mpi games with the new patch and then someone tried to join about 15 minutes into it and they couldn't because I forgot, there is a letter l hidden in the password area when you start a game. But this time I noticed something, this letter l is to the left of the flashing cursor(in other words, not where it is should be). Just like the ships, they are not(drawn) where they are supposed to be either.  Now it is easy enough for me to rake my mouse over the whole password area and wind up highlighting the letter l, so I can delete it. I wonder if it would be that easy for you to fix this bug, with the ships being drawn in wrong place.
Axeminister
Title: Re: 1.3 Public Beta 2 bugs
Post by: Spawn on March 13, 2006, 04:57:07 PM
Axe see this thread (http://www.bzuniverse.com/forum/index.php/topic,5632.0.html)
Title: Re: 1.3 Public Beta 2 bugs
Post by: squirrelof09 on March 15, 2006, 07:22:06 PM
Also noticed a bug with infinitie VIR..

I had just gotten done killing a rocket tank using vir, but i had forgotten that i had left vir on. At the time I didn't realize I had left vir on, so i was riding around for a little bit, then I had to go to the bath room. WHen I come back I notice I have no ammo at all. I thought it had something to do with vir, so I switched to 2nd person mode and noticed I was invisiable. the ammo was at 0 and the ammo was not increasing at all. so I had turned vir off for a second and turn it back on, I let the ammo go back to 0 but the Vir never turned off..
I'm sorry if you dont understand that. i'm just stupid and I have ADD.
Title: Re: 1.3 Public Beta 2 bugs
Post by: Spawn on March 15, 2006, 07:23:15 PM
That has already been noted squirrel, but it is a bug.
Title: Re: 1.3 Public Beta 2 bugs
Post by: Red Devil on March 19, 2006, 02:15:57 PM
Using join via IP address?
Title: Re: 1.3 Public Beta 2 bugs
Post by: Red Devil on March 19, 2006, 03:12:35 PM
Agreed, just trying to find out if they used that method is all.  If so, that method would have to be blocked as well.  Thought it was or is.
Title: Re: 1.3 Public Beta 2 bugs
Post by: Spawn on March 19, 2006, 05:19:59 PM
Are you sure it was locked?
Using join ip wouldn't change anything unless he just used /gsoff
Title: Re: 1.3 Public Beta 2 bugs
Post by: Spawn on March 19, 2006, 11:22:56 PM
Looks that way, did you switch server right before?  That can cause some problems with vars being locked out, also wondering if the message went through to gamespy.
Title: Re: 1.3 Public Beta 2 bugs
Post by: Raven on March 20, 2006, 01:16:35 PM
To seans:
Thats calling up the wrong splash image..looks to me like the graphical options image, are you halfway in transition to it? The buttons tend to go grey anyway during screen change and the screens do freeze up for a few seconds, not normaly options though, for me that happens on main>multiplayer.

And if your hammering on the back button what do you expect to happen? Its bound to get jerkey.
Title: Re: 1.3 Public Beta 2 bugs
Post by: Axeminister on March 27, 2006, 06:11:09 PM
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
Title: Re: 1.3 Public Beta 2 bugs
Post by: squirrelof09 on March 27, 2006, 06:20:57 PM
MM5 has no affect on multiplayer game stability.

Title: Re: 1.3 Public Beta 2 bugs
Post by: wug on April 01, 2006, 08:41:46 AM
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:
Title: Re: 1.3 Public Beta 2 bugs
Post by: Avatar on April 04, 2006, 06:50:20 PM
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-
Title: Re: 1.3 Public Beta 2 bugs
Post by: wug on April 05, 2006, 12:03:02 AM
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. :?
Title: Re: 1.3 Public Beta 2 bugs
Post by: Spawn on April 05, 2006, 01:51:31 PM
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?
Title: Re: 1.3 Public Beta 2 bugs
Post by: wug on April 05, 2006, 03:42:04 PM
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.
Title: Re: 1.3 Public Beta 2 bugs
Post by: Commando on April 05, 2006, 03:44:39 PM
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.
Title: Re: 1.3 Public Beta 2 bugs
Post by: wug on April 05, 2006, 06:13:11 PM
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-)
Title: Re: 1.3 Public Beta 2 bugs
Post by: Commando on April 05, 2006, 09:35:01 PM
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.
Title: Re: 1.3 Public Beta 2 bugs
Post by: Red Devil on April 07, 2006, 12:52:09 AM
 Have the Dower be the one that services it, not the Healer and see if that fixes it.
Title: Re: 1.3 Public Beta 2 bugs
Post by: wug on April 07, 2006, 09:21:48 PM
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:
Title: Re: 1.3 Public Beta 2 bugs
Post by: Red Devil on April 10, 2006, 08:46:59 AM
Or just give it addhealth = 10.   :-D
Title: Re: 1.3 Public Beta 2 bugs
Post by: {OM}DevLeader on April 13, 2006, 08:30:14 PM
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
Title: Re: 1.3 Public Beta 2 bugs
Post by: GSH on April 15, 2006, 10:41:09 PM
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
Title: Re: 1.3 Public Beta 2 bugs
Post by: GreenHeart on April 16, 2006, 07:29:22 AM
Quote from: GSH on April 15, 2006, 10:41:09 PM
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

I've seen this type of av in the past & i think i know how to reproduce this AV however unless he edited the map files he shouldn't be getting that AV.


When creating\editing a ter file using SilverB1rd's Winter program you must delete both the bzn & wat file, then resave using the bz2 editor or else you'll receive an av similar to that.  I really don't think he should be getting this AV unless he edited the map or is try to use an outdated file that doesn't match the terrain file.
Title: Re: 1.3 Public Beta 2 bugs
Post by: Killer AK on April 16, 2006, 01:36:58 PM
I like it the locks are actually more challenging cause i have to aim for the red dot (where the ship is going)  instead of the actually ship! Im having serious graphic problems though with PB2 where everything get's choppy after awhile in MPI or G66.
PB1 never had this problem
Title: Re: 1.3 Public Beta 2 bugs
Post by: GENERAL MANSON* on April 16, 2006, 05:04:06 PM
ok i think i found an issue that needs fixing or could have been fixed already. On the pb2 patch on the stctf maps when im under server options and click on page 2 then page 3 everything goes black. Nothing is there. When im on the 1st page oly 2 shows up but not 3. I have to click on 2 to get two 3. I can not install anymore bz2 folders or installs untill i get some of my system fixed which should only take a few min. Has this been fixed in the post beta or do yall know what i am talking about?
Title: Re: 1.3 Public Beta 2 bugs
Post by: {OM}DevLeader on April 16, 2006, 07:34:40 PM
Nope,fresh install of BZII with 1.3pb2.
It does the same thing when the editor tries to open it.
I'll mess around with it...
Title: Re: 1.3 Public Beta 2 bugs
Post by: GENERAL MANSON* on April 16, 2006, 09:14:00 PM
no way. that install isnt even 2 months old yet. gotta be a bug.
Title: Re: 1.3 Public Beta 2 bugs
Post by: DF-Mj.Gen.Dead_Eye on April 16, 2006, 10:24:16 PM
it can still get corrupted
Title: Re: 1.3 Public Beta 2 bugs
Post by: Spawn on April 17, 2006, 01:55:25 PM
Does the mpi version of fortress work?
Try copying the water file over and renaming it?
Title: Re: 1.3 Public Beta 2 bugs
Post by: Saloei on April 19, 2006, 06:46:47 PM
considering the Attilas only have 11 chances to destroy their enemy, do they have to miss twice before they hit their target the third time. they should never miss any time! every hit should spot on.
Title: Re: 1.3 Public Beta 2 bugs
Post by: Spawn on April 19, 2006, 09:04:36 PM
If you spend 100 scrap on a unit and don't reinforce it then you deserve to lost it :-D
Title: Re: 1.3 Public Beta 2 bugs
Post by: wug on April 19, 2006, 09:20:50 PM
Found a new bug (maybe)!

When the AIP issues an order to attack with ivwalk (Attila), it needs a minimum of 110 scrap to execute.  But when I do a buildminimum for ivwalk, it's 100 scrap.  I believe 100 scrap is correct.

Anyway, this is what the log file states:
150.00 90-Plan9-Attacker:  Skipping priority 90 as CurTtlScrap < MinTtlScrap, 100 110

And this is what plan 9 looks like:
[Plan9]
planType = "Attacker"
planPriority = 90
minTtlScrap = 100
targetType = "ibscav"
attackType1 = "ivwalk"
attackAnything = true
buildIfNoIdle = 1

The minTtlScrap has no effect whether it's there or not.  I believe ivwalk overrides with 110 scrap requirement (???).

GSH, help!
Title: Re: 1.3 Public Beta 2 bugs
Post by: ScarleTomato on April 20, 2006, 06:26:16 PM
the Atilla is either 105 or 110 when it's upgraded. Maybe the AI is building upgraded walkers?
Title: Re: 1.3 Public Beta 2 bugs
Post by: squirrelof09 on April 20, 2006, 06:33:57 PM
105, and why would it build a walker?

or, are you playing a mod ?
Title: Re: 1.3 Public Beta 2 bugs
Post by: wug on April 20, 2006, 10:12:32 PM
Nope, no mods... none installed.  Just normal Attilas on normal MPI maps.  Like I said, buildminimum is okay at 100 scrap (and it builds), but attack says it requires 110.  I can't say whether PB1 did this or not, as I have deleted all my old logs (to save disk space).

I ripped out all the other AIP commands until I narrowed it down, so I don't think I'm on crack. :mrgreen:
Title: Re: 1.3 Public Beta 2 bugs
Post by: Killer AK on May 04, 2006, 12:57:49 PM
I was just wondering if anyone is trying to fix the visual lag problem in public beta 2? All multiplayer games have totally stopped and barely anyone but I host lately. :|
Public Beta 2 has allot of promise.
Title: Re: 1.3 Public Beta 2 bugs
Post by: Commando on May 04, 2006, 08:05:27 PM
The visual lag has been addressed in the latest private beta.
Title: Re: 1.3 Public Beta 2 bugs
Post by: lucky_foot on May 05, 2006, 08:26:55 AM
Just another thing that I thought I should mention. I play on a LAN network with a ping of 0 or 2. Usually half way through the map my computer tells my friends that I'm badly lagged and then kicks me out of the game.

I used the same computer on 1.2 and was never kicked for lag on a LAN network. Is this something in the 1.3pb2 code and can be addressed?

Title: Re: 1.3 Public Beta 2 bugs
Post by: OvermindDL1 on May 05, 2006, 09:51:40 AM
1.3 did not add that, that has been there since the beginning, and I've never been kicked for lagging anywhere, seen others kicked though.
Title: Re: 1.3 Public Beta 2 bugs
Post by: GSH on May 05, 2006, 09:57:57 AM
Rule 1 of being a beta tester: make it easy to reproduce an issue.

Saying "play for a while, and something bad will happen" is useless to me. I can't quite expect my cats to play the other machine in MPI at home. I don't have unlimited time; I'd rather be working on other things than playing for an hour to see a problem appear. It usually takes me 4-5 times of seeing a bug in action to get a fix, and 4-5 hours of playing normally is about the total time I've got free in a week to work on BZ2.

-- GSH
Title: Re: 1.3 Public Beta 2 bugs
Post by: lucky_foot on May 05, 2006, 10:19:12 AM
Sorry, GSH. Tried to be clear. Forgive me if what I say next still doesn't meet what you need. I'm going to tell you what happened.

We began in playing MPIDunes, I was ISDF against my brother and friend, both Scion. We get the standard things deployed. 2 pools for me while they grab the rest. Knowing that they would have alot of resources, I begin constructing a defensive base. I put up 5 guntowers. This is halfway in the game after they launched attacks of 5 warriors in a party.

Midway, I have:

1 Recycler
1 Factory
1 Service bay
1 Training Facility
1 Tec center
2 Bio-metal pools
2 Comm Bunkers
5 Power Generators
4 Turrets
1 Assault Tank
2 Tanks
4 Scavs
Me in a Scout_M

My brother launches an attack of 7 Warriors and him in a Sentry against my recycler coming in through the side, (a place I forgot to plug up...across the small pond where I was started. The battle is fierce, but short as his unrefitted Warriors are destroyed by my guntowers. At this point, I begin getting a message of checking gamestate. Everything freezes for a split second and then begnis again.

Five minutes down the line, the computer freezes and goes to the game over screen. I go to my brother's room and on his screen it says that I was badly lagged and was removed from the server.

That's as detailed as I can get, GSH. Hope this helps.

Title: Re: 1.3 Public Beta 2 bugs
Post by: Spawn on May 05, 2006, 01:04:14 PM
I hope the map was ST:dunes
Does your ram usage increase with time? Cpu usage? Comp spects? Who goes out of sync? Is it only your computer, or the friends too?  What time does it happen at?  Always at exactly this time?  What modes has it happened at?  Can you join after?  Anyone else get slow downs?
Title: Re: 1.3 Public Beta 2 bugs
Post by: BZZERKER on May 06, 2006, 12:03:43 AM
Do you get/have a log file for this?
Title: Re: 1.3 Public Beta 2 bugs
Post by: wug on May 07, 2006, 04:18:50 PM
Very, very minor bug to report.  MPI: Iceberg - in the description it states that there are 7 scrap pools.  I can only find 5.  The AI looked, I looked, and can't find the last 2.  So I think it should say 5 scrap pools. :roll:
Title: Re: 1.3 Public Beta 2 bugs
Post by: GSH on May 07, 2006, 04:28:18 PM
Submit a new .inf then.

-- GSH
Title: Re: 1.3 Public Beta 2 bugs
Post by: GENERAL MANSON* on May 07, 2006, 07:23:43 PM
Quote from: wug on May 07, 2006, 04:18:50 PM
Very, very minor bug to report.  MPI: Iceberg - in the description it states that there are 7 scrap pools.  I can only find 5.  The AI looked, I looked, and can't find the last 2.  So I think it should say 5 scrap pools. :roll:


that is for more than 1 map definitely.
Title: Re: 1.3 Public Beta 2 bugs
Post by: lucky_foot on May 08, 2006, 08:12:02 AM
Quote from: Spawn on May 05, 2006, 01:04:14 PM
I hope the map was ST:dunes
Does your ram usage increase with time? Cpu usage? Comp spects? Who goes out of sync? Is it only your computer, or the friends too?  What time does it happen at?  Always at exactly this time?  What modes has it happened at?  Can you join after?  Anyone else get slow downs?

Drat! I was thinking the wrong map MPIChill is what I was speaking of. :( I've got to slap myself and be more specific with my observations. I will get all the information you have stated and will let you know.

Title: Re: 1.3 Public Beta 2 bugs
Post by: Spawn on May 08, 2006, 12:46:33 PM
ST:Chill you mean?
How are you playing mpi with humans on the computer team exactly?  It SHOULD be impossible with pb2.
Title: Re: 1.3 Public Beta 2 bugs
Post by: lucky_foot on May 08, 2006, 01:04:13 PM
&#*$&#^,

It is ST:Chill. Why in six-alpha do I keep saying MPI?!?!

You are right spawn, it was a ST against my brothers. I'm such an idiot. :\
Title: Re: 1.3 Public Beta 2 bugs
Post by: Spawn on May 08, 2006, 01:08:42 PM
You aren't an idiot :P
Title: Re: 1.3 Public Beta 2 bugs
Post by: sabrebattletank on May 08, 2006, 07:37:10 PM
You tell him, Spawn.
Title: Re: 1.3 Public Beta 2 bugs
Post by: wug on May 09, 2006, 05:05:52 PM
I think this is a PB2 bug... when I turn on and off "P3 optimization", the colours of the objects look different.  With P3 opt. turned on, the colours are lighter than with it off.  I'm actually still using a last-gen P3 CPU, so that's why I have it turned on.

Anyone try toggling it in-game and see a difference?
Title: Re: 1.3 Public Beta 2 bugs
Post by: wug on May 09, 2006, 05:14:34 PM
Sorry, I should mention that I was in MPI... looks okay in IA.
Title: Re: 1.3 Public Beta 2 bugs
Post by: Commando on May 09, 2006, 05:48:09 PM
I doubt that is a bug.  Team colors aren't used in IA like they are in MPI.
Title: Re: 1.3 Public Beta 2 bugs
Post by: wug on May 09, 2006, 06:43:51 PM
Here's what I mean... never tried this before, so I hope this shows up.

Anyway, the team colour is two different shades of red.  If that's the way it's suppose to be, then nevermind. :wink:


[attachment deleted by admin]
Title: Re: 1.3 Public Beta 2 bugs
Post by: Commando on May 09, 2006, 06:45:03 PM
I believe that is the way it is suppose to be. 
Title: Re: 1.3 Public Beta 2 bugs
Post by: GSH on May 09, 2006, 07:06:19 PM
P3 opt on/off gives different shades of colors. Always has. Always will.

-- GSH
Title: Re: 1.3 Public Beta 2 bugs
Post by: Treiss on July 03, 2006, 02:13:47 PM
Ok, in a mission where you were a Scion, and you didn't have any pools, but had to put the crystal in the building(I pray you know what I'm talking about), the objectives list shows the name of a file! am I insane, or is this real?
Title: Re: 1.3 Public Beta 2 bugs
Post by: GENERAL MANSON* on July 03, 2006, 02:42:12 PM
Yea i know what ure talking about u are on rend and have to get ure small army to the alcomator without losing the hauler or power crystal. go on the right side like the first passage and kill the 4 scion scouts u come up on.
Title: Re: 1.3 Public Beta 2 bugs
Post by: Treiss on July 03, 2006, 03:07:52 PM
Yep, that's what I do! Is that suppose to fix the problem  :lol: ?
Title: Re: 1.3 Public Beta 2 bugs
Post by: Spawn on July 03, 2006, 04:44:02 PM
Try reinstalling, and what file does it name?
Title: Re: 1.3 Public Beta 2 bugs
Post by: Treiss on July 04, 2006, 10:27:36 AM
Something....I forgot. Scion##.something....I'm not able to view it since I can't get on the comp that can play it right now....sry
Title: Re: 1.3 Public Beta 2 bugs
Post by: Visitor on July 08, 2006, 08:51:33 AM
Hi everyone,

thought this isn't exactly a bug I think it might be an issue. I play the european (german) version of the game and just recently reinstalled it together with the patch. It seems stable no craches or anything but still I got a problem: the patch obviously screws up my default mouse control setting. In fact my mouse won't be recognized at all during in game (not including menues there it still works fine). I played a little with the control settings and every single one of them (keyboard, joystick etc.) will work and only while chosing mouse as input device it will leave my control sheme partly bland (for ex. w,d,s,a is still in by default but the spacebar is not).
Even thought it is an interesting experience to play BZ solely with my keyboard I hope that you might help me out with this?

Cheers   
Title: Re: 1.3 Public Beta 2 bugs
Post by: Spawn on July 08, 2006, 01:15:06 PM
Install newkeys?
http://www.bzscrap.com/downloads/Utilities/NewKeys92700.exe
Title: Re: 1.3 Public Beta 2 bugs
Post by: Visitor on July 08, 2006, 01:53:46 PM
Well I tried that now. Only difference is that the Esc-key (plus all the new comands) won't work either. However I might have made a mistake installing. I'm a real Newbie on this subject. Does the bzgame.keys data have to be in a specififc folder? Because I tried the Bz2 folder the addon one and addon_2006-07-08_1403.
Might there be a way to convert the 'patched' controls to the original one (by simply copy&paste perhaps)?
Title: Re: 1.3 Public Beta 2 bugs
Post by: Spawn on July 08, 2006, 02:15:36 PM
You should only need to install to addon, and maybe just the bz2 main folder.  You could try to log in then go to options and the input tab under it and should be able to bind things there.  Does your addon folder havd another folder nemed addon in it?
Title: Re: 1.3 Public Beta 2 bugs
Post by: Visitor on July 08, 2006, 03:34:31 PM
To your question no. There is only addon and the addon_2006-07-08_1403 folder from the patch. They are both  in the Bz main folder and as I wrote before I tried both seperatly. Will the Newkey program be noted as a seperated input device (other than mouse, keyboard etc.)? Because it is not shown in the default option menu there are just the standard settings.   
Title: Re: 1.3 Public Beta 2 bugs
Post by: Spawn on July 08, 2006, 03:39:49 PM
You need to run the program, it installs a file (bzgame_keys.cfg) that supercedes the default one included with 1.3, which is configured for english keyboards.
Title: Re: 1.3 Public Beta 2 bugs
Post by: Visitor on July 08, 2006, 04:27:38 PM
Ok I tried Newskey again with my seperated 1.2 version just in case and it all worked as it was suppose to. I started to become that desperate that I actually uninstalled the 1.3 one, reinstalled, then installed Newskey and finally the patch again. Still the same problems I'm afraid.
Title: Re: 1.3 Public Beta 2 bugs
Post by: Angstromicus on July 12, 2006, 09:46:11 AM
I dunno if this a bug or not, but, I've done a little messing around in instant action with the editor. I found out that I could place team 5 units on the map, and the computer would automatically send them at me. So, I made an attack wave, over 100 units, for the computer, (and about 50 gt's for my own side :D). Though, when the computer team launched, there was still over half the fleet sitting back at the enemy's base. I went over there, and looked, I got real close to one of the units, then I heard a voice "Attack My Target". My training center was lit up, with attack target over it (lol!). Well, it appeared that over half of the fleet was "dead". Most of the ships there didn't have pilots in them. Why is this?
Title: Re: 1.3 Public Beta 2 bugs
Post by: Spawn on July 12, 2006, 12:03:48 PM
Does it happen only in the editor?

I'm not really sure visitor.  Only thing I can think of is reinstall bz2 from the cd, then install 1.3 and then the german version of newkeys, though that may not work.