Battlezone Universe

Battlezone Universe => Archive Vault => Public 1.3 Beta 4 Archive => Topic started by: Zero Angel on August 06, 2008, 02:32:57 AM

Title: PB4a Bugs
Post by: Zero Angel on August 06, 2008, 02:32:57 AM
Spawn, Greenheart, Feared_1 and I did some rounds of testing. And we found the following bugs in PB4a.

Lag and Drop Bug
In some matches (Strat and MPI), all clients will start out severely lagged -- and then be dropped sometime within the next 20 seconds. In other matches, most clients will severely lag and drop out in the middle of the game. This seems to happen sporadically and randomly.

DM Spawning Bug
This happens when sync join is turned on in a DM. All players will spawn in the exact same place. This happens almost every time.

Permanent Fog Bug
If a player goes underwater, their vision will inherit the water's fog for the rest of the game. This also happens when the anti-hover code causes the 1.2 variant scouts to drop just underneath the water.

ST: Death Island Pathing Bug
On my test, I experienced pathing issues when sending scavs, turrets, and constructors to the center island from the north. The units would, after a certain point in the game, want to walk all the way around to the other side of the island and cross from that bridge. Spawn claims that he hasnt experienced the problem. This needs further testing.
Title: Re: PB4a Bugs
Post by: darkwarrior on August 06, 2008, 07:38:06 AM
I cant host a server, tried verything forwared the right ports. I have no firewall.

I just get the UPnd cant start fowarding - goteverything = 0 firstsocket.


I dont see any player is looking for packets. I asked someone to join but no one cant get to it.


MY servers worked fine in the previous version of pb4
Title: Re: PB4a Bugs
Post by: Red Devil on August 06, 2008, 10:41:46 AM
Try forwarding the Gamespy ports, 27900 and 28900.
Title: Re: PB4a Bugs
Post by: Feared_1 on August 10, 2008, 03:13:14 PM
I noticed this:

When you are in a Scion ship and you morph (in multiworld) to assault mode, whatever sound your ship was making will stick. Eats up a lot of sound channels. I entered game.multiworld into the console while I was in multiplayer to get rid of it temporarily.
Title: Re: PB4a Bugs
Post by: Killer AK on August 10, 2008, 11:15:21 PM
i had the same problem as feared 1
Title: Re: PB4a Bugs
Post by: Commando on August 11, 2008, 09:19:55 AM
Feared, does that affect all 1.3 ships or just the 1.2 style ships?

I remember in pb1, there was a similar issue.  If you were firing you guns, then you morphed while firing, the gun fire sound would stick.  I think this was fixed for pb2.
Title: Re: PB4a Bugs
Post by: Axeminister on August 11, 2008, 01:07:00 PM
It's happened to me on the warriors you start out with a few times. Can't stop it unless you blow up the ship. Didn't recognize that it was from a morph, but very well could have been.  Happened to GM also.
Title: Re: PB4a Bugs
Post by: Feared_1 on August 11, 2008, 02:57:45 PM
1.2 AND 1.3 ships are affected.
Title: Re: PB4a Bugs
Post by: GreenHeart on August 27, 2008, 02:58:46 AM
Quote from: Zero Angel on August 06, 2008, 02:32:57 AM
Lag and Drop Bug
In some matches (Strat and MPI), all clients will start out severely lagged -- and then be dropped sometime within the next 20 seconds. In other matches, most clients will severely lag and drop out in the middle of the game. This seems to happen sporadically and randomly.

One of the things i've mainly noticed while hosting a 3 player mpi is when the players start using mortars the lagout & drop bug occurs.  Just afew moments ago i played two 3 player mpi game back to back & none of the players used a single mortar so no one lagged & droped out.   Further testing is needed to be sure that having players not use mortars is preventing the lag & drop bug.
Title: Re: PB4a Bugs
Post by: Red Devil on August 27, 2008, 10:38:47 AM
I said that to you guys when it first started happening in that MPI Circle session we had.

On a related note, the same thing happened yesterday when we were testing Death Ray, but it stopped when I hosted, so I'm not so sure it's the mortars, but more the server setup/connection.
Title: Re: PB4a Bugs
Post by: TheJamsh on August 27, 2008, 04:59:28 PM
a sound issue seems to be occuring with saved maps in the PB4a editor.

i placed around 10 standard sentry on team 0 in the editor. i exited the editor in the standard tank you start in, and saved the map.

upon loading the map, the sentry vehicle sounds ahd changed to the same ones as the tank. after some messing around and toying, i realised that pre-placed objects like the sentry, seem to take the sounds from the last vehicle placed on the map and use them. this is going to be a big problem when people start modding in PB4.

especially if all vehicles start to sound the same.
Title: Re: PB4a Bugs
Post by: GreenHeart on August 29, 2008, 11:24:08 PM
Quote from: Red Devil on August 27, 2008, 10:38:47 AM
I said that to you guys when it first started happening in that MPI Circle session we had.

On a related note, the same thing happened yesterday when we were testing Death Ray, but it stopped when I hosted, so I'm not so sure it's the mortars, but more the server setup/connection.


Either way yesterday i hosted over 5 hours online & not a single client was lagged out. 
Title: Re: PB4a Bugs
Post by: Steeveeo on August 31, 2008, 08:26:57 PM
Odd vehicle render glitch, I put a draw_trail on a scout, but it doesnt show up until I save and reload via either the normal save or I save the map and restart it.

I have checked the entire render system, and the omnilight and the exhaust fumes work perfectly fine. I know it is not an overload of renders since I can comment out everything and it still doesnt show. Rewriting the effect line did nothing to fix it.

ivscout-mod.odf (only the render lines)

[GameObjectClass]
effectHard1 = "hp_emit"
effectName1 = "ivscout-mod.render"
effectHard2 = "hp_emit"
effectName2 = "ivscout-mod.exhaust"
//Added an hp_emit over the tail flames to get correctly placed effects, still doesnt work with HP_ROCKET_1

[Render]
simulateBase = "sim_null"
lifeTime = 9e9
renderBase = "draw_multi"
renderCount = 2
renderName1 = "ivscout-mod.trail"
renderName2 = "ivscout-mod.light"

[Trail]
renderBase = "draw_trail"
textureName = "trail2.tga"
textureBlend = "one one modulate"
textureRate = 0.1
startColor = "255 0 255 255"
finishColor = "0 0 255 0"
startRadius = 0.3
finishRadius = 1.5
segmentTime = 15.0

[Light]
simulateBase = "sim_null"
lifeTime = 0.1
renderBase = "draw_light"
startColor = "255 255 255 255"
finishColor = "255 255 255 255"
startRadius = 50.0
finishRadius = 50.0
animateTime = 0.1
attenuateConstant = 0.0
attenuateLinear = 1.0
attenuateQuadratic = 0.0

[Exhaust]
simulateBase = "sim_smoke"
renderBase = "draw_emit"
emitName = "ivscout-mod.heat"
emitDelay = 0.02
emitInherit = "0 0 -0.25"
emitVelocity = "1.0 1.0 -15.0"
emitVariance = "7 7 7" //"3.5 3.5 3.5"
emitLife = 0.3
maxdist = 50

[Heat]
simulateBase = "sim_smoke"
renderBase = "draw_twirl"
textureName = "water.tga"
textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "64 96 64 16"
finishColor = "0 0 0 0"
startRadius = 0.5
finishRadius = 2
animateTime = 0.3
rotationrate = 50
emitDelay = 9e9
//emitVelocity = "1.0 1.0 -10.0"
//emitVariance = "3.5 3.5 3.5"
emitLife = 0.3
maxdist = 50


Note that adding a simulateBase to the trail effect didnt seem to help, works fine after a reload without it.

Also note that I had the same trail effect on the same vehicle in 1.3pb3 and it worked fine.
Title: Re: PB4a Bugs
Post by: bigbadbogie on August 31, 2008, 08:39:13 PM
Yeah... I have noticed that too.
Title: Re: PB4a Bugs
Post by: General BlackDragon on August 31, 2008, 10:19:12 PM
i found a good one.

die in a tracked vehicle while under water wth fog. the fog becomes stuck close (loot: plesantille shows this well)
Title: Re: PB4a Bugs
Post by: bigbadbogie on August 31, 2008, 10:23:05 PM
Yeah.. we all know that one.

It's not only tracked vehicles either. Just go underwater with fog and it gets stuck.
Title: Re: PB4a Bugs
Post by: Steeveeo on August 31, 2008, 10:52:10 PM
Any time the user's camera goes under water (on foot, in a walker, in an assault tank, or even a hovertank that happened to dip the nose just far enough into the water to kill the visibility range), the bug happens.
Title: Re: PB4a Bugs
Post by: Axeminister on September 05, 2008, 06:01:59 AM
I've been having trouble with the screenshots. There is no screenshot folder in my pb4a directory. I tried inserting one but it didn't stick.
Title: Re: PB4a Bugs
Post by: Killer AK on September 10, 2008, 02:42:29 PM
im having trouble with titans and assault tanks wanting to hump the spires and gun towers instead of staying far away and shooting them.........they want to drive right next to the spire/gun tower in other words and meet thier death.
Title: Re: PB4a Bugs
Post by: Killer AK on September 11, 2008, 02:08:53 PM
I created world peace with the computers matriarch still intact
it made two scavs and two builders and stopped fighting because i had all the pools
on dunes (insane mode) and yes the computer had all the pools but two at one point.... i didn't keep all the pools
Anyways at the end of it all i told all my units bail out and the game crashed.

---- Battlezone II Log File ----
//=====================================================
App version: Patch 1.3pb4a Aug  4 2008 12:08:55
Windows version: Windows Version: 5.1.2600 'Service Pack 2' PlatformID=2

Last few battlezone.log lines (may or may not be relevant):
DIAG|GLOBAL          |            Planners:9959 |15:52:50|6893930|SetAIP - cfg(Insanefil.aip) team(6)

DIAG|GLOBAL          |            Planners:9959 |15:53:44|6948225|SetAIP - cfg(Insanefis.aip) team(6)

DIAG|GLOBAL          |            Planners:9959 |15:54:00|6964315|SetAIP - cfg(Insanefil.aip) team(6)

DIAG|GLOBAL          |            Planners:9959 |15:57:34|7178702|SetAIP - cfg(Insanefis.aip) team(6)

(done)

Exception code: C000000D An invalid parameter was passed to a service or function.

Message :  Unhandled Exception
Error occurred at 9/11/2008 16:04:30.
C:\Program Files\Battlezone II\bzone.exe, run by Accident.
2 processor(s), type 586.
Process Memory :   1612 MB free out of   2048 MB total
Physical memory:    449 MB free out of   1023 MB total
Page(swap) file:   1891 MB free out of   2462 MB total
Fault address:  78178918 01:00047918 C:\WINDOWS\WinSxS\x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.762_x-ww_6b128700\MSVCR80.dll

Registers:
EAX:C0625911
EBX:00000000
ECX:00000002
EDX:7C90EB94
ESI:01DD35C8
EDI:006A08F0
CS:EIP:C75A001B:78178918
SS:ESP:2770023:022EF9F8  EBP:022EFA18
DS:22E0023  ES:3AA0023  FS:22E003B  GS:0000
Flags:00200286

Call stack:
Address   Return    Function            SourceFile
78178918  00000000  78178939  vsprintf_s_l+0x0000007C
78178939  00000000  0057BF17  vsprintf_s+0x00000017
0057BF17  00000000  005CFF60  VarSys::VarItem::Integer+0x00000047
005CFF60  00000000  004D0C71  VarInteger::operator long+0x00000010
004D0C71  00000000  004CD3C5  GroupPanel::SelectNone+0x00000046
004CD3C5  00000000  004CB039  CommandPanel::MenuSelect+0x00000071
004CB039  00000000  0048DF5A  CommandPanel::ProcessVisible+0x00000129
0048DF5A  00000000  0048DE4F  GameFeature::Feature<float>::Update+0x00000015
0048DE4F  00000000  00467496  GameFeature::ControlAll+0x00000018
00467496  00000000  00467FD7  MissionHandler::State::RunState::Enter+0x00000083
00467FD7  00000000  0057DDAF  MissionHandler::State::RunState::Process+0x000001F3
0057DDAF  00000000  00465C7A  RunCodes::Process+0x000001BF
00465C7A  00000000  0057DDAF  MissionHandler::Process+0x00000012
0057DDAF  00000000  0057D8B4  RunCodes::Process+0x000001BF
0057D8B4  00000000  0045B598  Main::MessagePump+0x00000064
0045B598  00000000  0045B28D  HandledMain+0x000003F6
0045B28D  00000000  00458BC8  HandledMain+0x000000EB
00458BC8  00000000  0056DBFD  WinMain+0x00000059
0056DBFD  00000000  7C816D4F  fabs+0x00000191
7C816D4F  00000000  00000000  RegisterWaitForInputIdle+0x00000049

Title: Re: PB4a Bugs
Post by: General BlackDragon on September 11, 2008, 03:08:21 PM
how many units did u have?
Title: Re: PB4a Bugs
Post by: CmptrWz on September 11, 2008, 03:17:35 PM
Quote from: Killer AK on September 11, 2008, 02:08:53 PM
C:\Program Files\Battlezone II\bzone.exe, run by Accident.

I am more interested in how exactly the game was run by accident long enough to crash. Sorry, couldn't resist
Title: Re: PB4a Bugs
Post by: Killer AK on September 11, 2008, 11:37:29 PM
LMAO I had a good laugh at that one.
Accident was a nick name i used in bz1
every time you scored a kill the game would say

CmptrWz was killed by Accident

Although everyone thinks my nick name was because i was an accident of something.
I can't help it though i did want to be planned lol

Anyways i am more known as Killer AK in the battlezone 1 world hence why it stuck around in bz2
I ran a clan of 30 members at one point before we got to big that we were just killing each other....
I quit putting time into it though and another clan called the LT took over.

Now i don't run a clan but i do bump into bz1 dudes on bz2 some times.
Title: Re: PB4a Bugs
Post by: Dataanti on October 02, 2008, 06:36:53 AM
when ever im playen MP SP or IA or in editor or anywere in the game after 5 mins my pc will slow down to the point of .5 FPS  .17 time it was at 0 then it will stay like that for 15 seconds and go back to its normal speed of 60 FPS if im not in a busy area of the map. i think its only my PC but im not sure and it started doing this in the 1.3pb4a but i didnt think of it much untell yesterday when it lasted for 5 mins.
Title: Re: PB4a Bugs
Post by: Avatar on October 03, 2008, 06:54:34 AM
That sounds like the Invidia driver issue.  Look around here for info on that...

I dropped back to older drivers to fix it but understand it might be the same as the 'sky bug'...

-Av-
Title: Re: PB4a Bugs
Post by: Commando on October 03, 2008, 10:23:18 AM
After a reformat, my video card acts even worse in bz2.  I periodically see a white line going diagnolly from the first pilot's name to the top left corner of my monitor which lasts for a fraction of a second.  I had some major terrain oddities on pb3 too.  Basically one piece of the terrain was raised and was stuck on the left side of my screen.  Even as I turned, that piece of terrain never changed nor went away.
Title: Re: PB4a Bugs
Post by: TheJamsh on October 03, 2008, 10:56:38 AM
thats just WIERD... never heard of that
Title: Re: PB4a Bugs
Post by: *GEL*Avenger on October 03, 2008, 02:30:04 PM
I noticed it was really hard to get a gardian to take pods from a scion recycler, instead it deploys infront of the pods.  to get it to pod, i bascially pushed it.  I was thinking, do u think it would be better for pods to spawn beside the rec for a scion recycler.
Title: Re: PB4a Bugs
Post by: TheJamsh on October 03, 2008, 04:57:03 PM
shouldnt make a difference. turrets have always had issues picking powerups though.

the recycler has an ODF tunnel entry, so it should be fine and dandy.
Title: Re: PB4a Bugs
Post by: *GEL*Avenger on October 03, 2008, 05:36:11 PM
Quoteshouldnt make a difference. turrets have always had issues picking powerups though.

not in 1.2. Gardians pick up pods just find.  Though you would just like to know..
Title: Re: PB4a Bugs
Post by: Killer AK on October 04, 2008, 11:05:05 PM
NEW BUG
Port forwarding was set right but i think because i do some testing in LAN games
anyways switching back to gamespy server to host a game for people over the internet
they are now getting the connection refused there is no reason why they are getting that
the portforwarding on my bz2 game is set right
no one can connect over the internet
Title: Re: PB4a Bugs
Post by: TheJamsh on October 05, 2008, 03:26:37 AM
they did? meh i dont remember i havent played 1.2 since i dl'd PB3 when i first came on the forum (about a year and a half ago)

i noticed a bug the other day in a test map (which i really should have saved). two assault tanks got 'locked' together physically. it seems they manage to merge meshes with each other and wouldnt let go (thats how it looked). i had to literally blow them apart to free them again.
Title: Re: PB4a Bugs
Post by: Commando on October 05, 2008, 08:42:24 AM
TheJamsh, that is a common bug unfortunately.  When two treaded units touch one another, they get sucked into one another.  Service trucks demonstrate this very well.
Title: Re: PB4a Bugs
Post by: Feared_1 on October 05, 2008, 01:19:36 PM
Quote from: Commando on October 05, 2008, 08:42:24 AM
TheJamsh, that is a common bug unfortunately.  When two treaded units touch one another, they get sucked into one another.  Service trucks demonstrate this very well.
If you get enough to merge, would that make a "Super Service Truck"? ;) Kind of reminds me of little cells that multiply to form a creature, only backwards... sort of.

Oh, and just to keep to the topic:
When did this start (the beginning, 1.2, 1.3PB4a)? I've NEVER seen this happen with two units. I see it with buildings all the time, but not with several units.
Title: Re: PB4a Bugs
Post by: Steeveeo on October 06, 2008, 12:54:05 AM
Another bug:

Negative shotRadius effects are very buggy now, I just made a MagnetShell type weapon, that, for some reason, likes to disappear after being shot, with no influence.

Sometimes the explosion is spawned elsewhere, and sometimes not at all. When there are a lot of units nearby, sometimes it refuses to leave the barrel at all.

How its supposed to work:

- Shot fired.
- Shot grabs an enemy unit and pulls it along with its trajectory.
- Shot have a negative shotRadius so as not to collide with the actual vehicle
- Shot then explodes, either after 5 seconds, or when hitting the terrain or a building, launching the target away.

If someone would like to look at my weapon to figure out whats going on, send a PM.
Title: Re: PB4a Bugs
Post by: Nielk1 on October 06, 2008, 08:19:33 AM
Steeveeo, when testing I had it always collide with units. I had to shoot it next to them. Once they were grabbed it was fine.
Title: Re: PB4a Bugs
Post by: Axeminister on October 06, 2008, 08:50:08 AM
If units merge then tell one to go one way and the other to go opposite way. That's one is easy, it's the rocket tank or service truck stuck in an extractor that's hard to get unstuck, I find if you leave them alone the rocket tank still fires and service truck still services so I don't try to move them. They eventually get unstuck on their own. There was some attempts to fix this during testing. I think it's called clipping and a lot of rts type games have this.
Title: Re: PB4a Bugs
Post by: TheJamsh on October 07, 2008, 04:25:17 PM
do you think changing to boxcollide would fix the issue? or at least hamper it? service trucks have always had collision problems... why havent there calculations or whatever creates it

i would like to see scavs re-scan the map for scrap when they pick up a piece. its all very silly when you think about it :)

of course, id like the graphics code re-written for DX8/9. but that would be my (insert coarse descriptive word for a bugger) side coming through... oh and GSH will say no :lol:
Title: Re: PB4a Bugs
Post by: Steeveeo on October 07, 2008, 04:30:12 PM
Quote from: Nielk1 on October 06, 2008, 08:19:33 AM
Steeveeo, when testing I had it always collide with units. I had to shoot it next to them. Once they were grabbed it was fine.
There are more problems with it than that, I could be firing off into space and still have it disappear or not even fire at all if there's enough units around.
Title: Re: PB4a Bugs
Post by: BNG Da BZ Fool on October 10, 2008, 12:12:08 PM
---- Battlezone II Log File ----
//=====================================================
App version: Patch 1.3pb4 Jun  9 2008 22:18:35
Exception code: 40000015 {Fatal Application Exit}
%hs

Message :  Unhandled Exception
Error occurred at 10/10/2008 12:08:04.
F:\Battlezone II\bzone.exe, run by Leroy P Pena.
2 processor(s), type 586.
Process Memory :   1833 MB free out of   2048 MB total
Physical memory:     42 MB free out of    224 MB total
Page(swap) file:    259 MB free out of    711 MB total
Fault address:  0055AEAC 01:00159EAC F:\Battlezone II\bzone.exe

Registers:
EAX:00000000
EBX:00000001
ECX:00000000
EDX:7C90E4F4
ESI:7FDF7460
EDI:7FDF7460
CS:EIP:7E43001B:0055AEAC
SS:ESP:0023:022BF974  EBP:022BF980
DS:7FDF0023  ES:7FDF0023  FS:003B  GS:550000
Flags:00200202

Call stack:
Address   Return    Function            SourceFile
0055AEAC  00000000  005A33BB  Debug::Error::Err+0x0000010C
005A33BB  00000000  0059E3DA  IFace::GetColorGroup+0x0000003B
0059E3DA  00000000  00591C2F  IControl::Setup+0x000002FA
00591C2F  00000000  0059B25A  ICGauge::Setup+0x0000002F
0059B25A  00000000  0059E616  IControl::Configure+0x0000001A
0059E616  00000000  0059B25A  IControl::Setup+0x00000536
0059B25A  00000000  0059E616  IControl::Configure+0x0000001A
0059E616  00000000  0059B25A  IControl::Setup+0x00000536
0059B25A  00000000  005656E9  IControl::Configure+0x0000001A
005656E9  00000000  005654E7  Main::ScopeHandler+0x00000109
005654E7  00000000  004BC7E8  Main::Exec+0x000000A7
004BC7E8  00000000  00484CCB  CommandPanel::Init+0x000001A4
00484CCB  00000000  0045F2E3  GameFeature::FeatureVoid::Update+0x0000000D
0045F2E3  00000000  0056475F  InitHandler::Process+0x000002BA
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

Basically, I used MM5 to launch FSIA: Big Tree hit launch and boom AVed. If there anything I can do to fix the issue? I have PB4 installed and my BZII install is on a second HD for 1.3?
Title: Re: PB4a Bugs
Post by: GSH on October 10, 2008, 01:16:49 PM
Quote
App version: Patch 1.3pb4 Jun  9 2008 22:18:35

Try 1.3pb4a. It's more forgiving of this error, which is that you've got a botched install of a mod. However, if there are other missing file(s), you're still going to have issues.

-- GSH
Title: Re: PB4a Bugs
Post by: General BlackDragon on October 10, 2008, 10:48:45 PM
FS IA big tree?

Fleshstorm? make sure u have commando's patch to make it work with pb4
Title: Re: PB4a Bugs
Post by: TheJamsh on October 11, 2008, 11:05:05 AM
there are still errors and bugs in commando's patch, i havent really mentioned it but im bug testing it here and there.

@ Commando, i posted some more bugs on bz2md.com
Title: Re: PB4a Bugs
Post by: BNG Da BZ Fool on October 13, 2008, 04:01:42 PM
PB4A got things working again. Tanks for the heads up on installing it.
Title: Re: PB4a Bugs
Post by: BNG Da BZ Fool on October 13, 2008, 04:06:28 PM
Don't know if this a bug, but one mod called Dune Command won't install unless I reinstall PB1 as the installer prompts for it and won't go any further for some strange reason. Any suggestions like whether or not Commando patch addresses this issue?
Title: Re: PB4a Bugs
Post by: TheJamsh on October 14, 2008, 07:33:26 AM
2x NEW BUGS/FIXES

Mortar Bike AI seems to have suffered a hit... i now have to tell my mortar bikes to attack a target TWICE if i want them to do anything, or they will sit there and get shot at.

Next, just an ODF error methinks, the stock Scion Archer is now piloteable, it never was before though. it wouldnt be a bad thing, but flying it is no easy task as its axis are all over the place when you are flying.
Title: Re: PB4a Bugs
Post by: Steeveeo on October 14, 2008, 10:32:40 AM
Quote from: TheJamsh on October 14, 2008, 07:33:26 AM
Next, just an ODF error methinks, the stock Scion Archer is now piloteable, it never was before though. it wouldnt be a bad thing, but flying it is no easy task as its axis are all over the place when you are flying.
The Scion archer was pilotable ever since 1.3 AFAIK.

The only thing I find frustrating about flying Archers is that its very clicky, likes to stick a lot while turning.
Title: Re: PB4a Bugs
Post by: TheJamsh on October 14, 2008, 10:52:56 AM
ah okay. didnt know if it was done on purpose or not... it is kinda cool being able to do it.

back in the day when i first got BZII, i was like awwwwwww i wish i could fly that high! now i sorta wanna go back to original!
Title: Re: PB4a Bugs
Post by: Steeveeo on October 17, 2008, 05:01:46 PM
SimulateSoundEffect Bug:

I was working on an anti-aircraft type missile (calling it Sidewinder for now), and heres how its supposed to work:

Missile fires forward at a slow pase, then 3 effects play at once as the missile accelerates:

- Launch Flame
- Launch Smoke
- Launch Sound

Thing is, the particles play fine, but the SimulateSoundEffect sound gets shot backward past the player, causing a very unrealistic effect. The SSE particle has no velocity, and no variance, and when the SSE particle itself is given some alpha, it is shown that it is not moving at all, but the sound is moving backward at a large clip.

For some reason, the SimulateSoundEffect sound has inherited a non-existant velocity, and has detached itself from the actual particle.

PB4 devteam can PM me for ODF set if you want to look at the setup.
Title: Re: PB4a Bugs
Post by: O_L_I on October 18, 2008, 12:38:14 AM
Hi Guys,

I'm new here so sorry if I post at the wrong place.
I was in a retro mood lately so after playing through Ascendancy,  BZ2 was next.
I downloaded the latest pb4a patch, and the game is running fine but after a few mins weird artifacts start to appear. It's like textures and lines "don't know" where they should end and the whole thing starts to fall apart. It's like when you overclock your memory too much (but it is not overclocked at all).
I read most of the post here and also googled it but to no avail. Alternately if I turn off the sky quality mostly kills the issue, but I was wondering if there is another way around so I don't have to give up any of the eyecandy. The stuff: 9600GT (no oc) driver 177.83, XPSP3, X2 6000+, all the latest drivers for everything.
Title: Re: PB4a Bugs
Post by: bigbadbogie on October 18, 2008, 12:42:51 AM
It is your driver. Newer drivers on all Nvidia 8000 and 9000 series cards have cut directx 6 support for some reason.

This has been noted by heaps of people and there are tonnes of other threads about it already.

http://www.bzuniverse.com/forum/index.php/topic,7699.0.html <-- Check this.
Title: Re: PB4a Bugs
Post by: GreenHeart on October 18, 2008, 12:47:53 AM
Try different driver versions in order to fix the issue.  I'm currently using driver version 163.75 for 8800 gtx 768mb on WinXp Pro & i'm not having any issues unless i upgrade my drivers to a newer version.
Title: Re: PB4a Bugs
Post by: Steeveeo on October 18, 2008, 12:57:34 AM
Still looking for a working one for my 8800GT, nothing I find works...
Title: Re: PB4a Bugs
Post by: bigbadbogie on October 18, 2008, 01:23:12 AM
Try 6.14.11.6218.

Works with my 8800 GTS.
Title: Re: PB4a Bugs
Post by: TheJamsh on October 18, 2008, 04:27:42 AM
steeveeo, did you put the simulatesoundeffectunder simulatebase or renderbase in youre effect. i have one under simulate base and it works just fine... no inheritance of anything
Title: Re: PB4a Bugs
Post by: Killer AK on October 18, 2008, 07:55:26 AM
I had a BFG card with 512MB's of Ram and i couldn't get bz2 to work way back in a day.
I had to buy a new video card because the BFG wasn't compatable.
Anyways is there any news about the BZBUG? Is  a new patch in progress?
Title: Re: PB4a Bugs
Post by: TheJamsh on October 18, 2008, 08:19:29 AM
i think GSH has his hands tied down with his job atm, with post mecenaries 2 release and work on another game, but i think he may have a shot at fixing it later, who knows
Title: Re: PB4a Bugs
Post by: Steeveeo on October 18, 2008, 03:08:00 PM
Quote from: bigbadbogie on October 18, 2008, 01:23:12 AM
Try 6.14.11.6218.

Works with my 8800 GTS.
And what release number is that...they dont list by that version number.
Title: Re: PB4a Bugs
Post by: bigbadbogie on October 18, 2008, 03:25:43 PM
Dunno - how do I check?
Title: Re: PB4a Bugs
Post by: Steeveeo on October 18, 2008, 03:51:41 PM
Btw, I noticed that you said GTS, GTS uses a different core type than the GT, nobody has reported any problems with the GTS currently, but only the GT and GTX.
Title: Re: PB4a Bugs
Post by: TheJamsh on October 18, 2008, 04:37:19 PM
theres youre solution then =P

by the way, is youre sound effect under simulatebase or renderbase?
Title: Re: PB4a Bugs
Post by: Steeveeo on October 18, 2008, 04:52:18 PM
Quote from: TheJamsh on October 18, 2008, 04:37:19 PM
theres youre solution then =P

by the way, is youre sound effect under simulatebase or renderbase?
Simulate base, GBD has already tried to help with this one and couldnt figure it out either.

3D sound must be on to get the entire effect, so headphones wont fully play the effect itself.
Title: Re: PB4a Bugs
Post by: TheJamsh on October 19, 2008, 04:37:00 AM
tis very strange...
Title: Re: PB4a Bugs
Post by: TheJamsh on October 20, 2008, 03:38:31 PM
okay so new bug, i posted it elsewhere but iot may not reach GSH/Kens ears therefore:

occasionally, the "amb_wind.wav" sound that plays when a unit goes above its stated altitude sometimes sticks when playing multiplayer games. i havent quite figured out what conditions cause it to stay playing long after it was supposed to stop. ill try and test some more and note the conditions that causes it.
Title: Re: PB4a Bugs
Post by: Dataanti on October 23, 2008, 06:43:09 PM
While ur talken about bugs and i couldnt find that other forum so i posted them here

There is alot of SP bugs that r small like on the first lvl wats his face starts shooting at the turrets as soon as it on his radar and the cmder doesnt talk sometimes and some missions dont continue after objectives

and not really a bug but could be very usefull in the editor is a clear map button that clears the map of all objects and pathing

also this doesnt happen all the time but when i enter the login screen and select my profile a 3D sound warning comes up.

and this last bug makes me mad and its happend to me 2ice i was flying in my fury and then my keyboard just stops working and all my F-# tabs dissapear and my map and scrap bar and ammo and health r all gone and the game keeps going and u just keep flying but the mouse still works and u can switch weapons but u cant shoot, 1 time it was on IA and the other was in a DM
Title: Re: PB4a Bugs
Post by: TheJamsh on October 26, 2008, 05:47:31 AM
yes i remember a problem with the first single player mission.

leftenant sims (or simms) starts shooting at the guardian as soon as is within range, but hes supposed to hold off until its deployed then they all attack it.
Title: Re: PB4a Bugs
Post by: Steeveeo on November 11, 2008, 11:47:29 AM
New Bug: XplExpire Explosion Only Shows on One Axis.

While testing a new weapon of mine that relies on an xplExpire to do the damage, I noticed that my shockwave effect wasnt showing up. On closer inspection, however, I saw that my Shocksphere, had become a teeeeny tiny little line showing on the Y axis (straight up & down, in relation to the shell). I added some sim_ember shrapnel to it, and suprise, suprise, the shrapnel bits only flew off on the Y axis.

Looking back on my other weapons that se an xplExpire, I notice the exact same behavior. ALL effects from an xplExpire referenced explosion only show on their Y axis, not just spheres and embers.
Title: Re: PB4a Bugs
Post by: Steeveeo on November 11, 2008, 02:15:42 PM
New Bug: Explosions Dont Hurt Everyone Anymore.

I just finished my new weapon, for the most part, and it is to be dropped by a bomber. However, unlike the Daywrecker should, the explosion doesnt cause any friendly damage, making it too easy to clear out your own base of attackers, just by dropping a bomb on yourself.

But, in further testing, I have found that not even the DAYWRECKER causes freindly damage anymore! Somewhere along the production lines, explosions caused by AI got teamfiltered out, and that just made defending a base WAY too easy after you get a bomber up. Bombing yourself should not be a viable tactic! :lol:
Title: Re: PB4a Bugs
Post by: Zero Angel on November 11, 2008, 05:05:11 PM
Interesting, i'll have to add this to my list of exploits and unfair tactics I use in games all the time.  :-D
Title: Re: PB4a Bugs
Post by: TheJamsh on November 14, 2008, 04:18:41 PM
That was done on purpose steeveeo, personally i would like it back, or at least a teamFilter option in explosion ODF's?F

If not, maybe GSH could just change the code back? thats up to him of course, and it would probably not be as easy as that... i think it happens because the daywrecker now inherits team from the bomber, to add scores to the end-of-game scoreboard.

Friendly fire from non-human players has always not damaged the player, maybe there should be a shell option for that?

well 'should' isnt the right word, but 'if it was done would receive mass appreciation' kind of thing lol :)

Title: Re: PB4a Bugs
Post by: Steeveeo on November 27, 2008, 10:42:58 PM
Commbunker/tower feature issues:

This issue has been around since I got into pb3 modding a long while back, but while trying to get the zooming feature to work in the commbunkers, I found that the Scions were unable to zoom, and that the Commtower class, as apposed to the ISDF's Commbunker class, is unable to use the Minview and Maxviewdist lines.

Also, even though its in the changelog, the line "CanAlliesUse = True" does pretty much nothing, thugs cannot use it and neither can allied commanders in 4-Way ST.

Is there a chance that these commands can get fixed and applied to both classes for PB4b/PB5?
Title: Re: PB4a Bugs
Post by: Steeveeo on February 21, 2009, 05:13:25 PM
Quote from: Steeveeo on November 11, 2008, 02:15:42 PM
New Bug: Explosions Dont Hurt Everyone Anymore.

I just finished my new weapon, for the most part, and it is to be dropped by a bomber. However, unlike the Daywrecker should, the explosion doesnt cause any friendly damage, making it too easy to clear out your own base of attackers, just by dropping a bomb on yourself.

But, in further testing, I have found that not even the DAYWRECKER causes friendly damage anymore! Somewhere along the production lines, explosions caused by AI got teamfiltered out, and that just made defending a base WAY too easy after you get a bomber up. Bombing yourself should not be a viable tactic! :lol:

Update: upon attempting to fix up my Nuke for SRV's next patch (to get rid of the awful flash lag (which I already have, woot) and fix up the textures, among other things), I found that making the radiation work again is virtually impossible.

The radiation is setup as a flaremine class, tapped off of a scrapclass spawner.

When the damage is based in the flaremine itself, it does no damage at all.
When the damage is based on a pulseshell ordnance doing the damage, still nothing.
When the damage is based on the xplExpire explosion for damage, STILL nothing.
However, when placed in the editor under an enemy team, DAMAGE.

Can we please revert the total and complete teamfiltering of Team 0 damages?

In a related note, I definitely believe that a teamfilter line for Explosion ODFs is needed.
Title: Re: PB4a Bugs
Post by: Red Spot on March 23, 2009, 12:19:55 PM
Quote from: Zero Angel on August 06, 2008, 02:32:57 AM
Spawn, Greenheart, Feared_1 and I did some rounds of testing. And we found the following bugs in PB4a.

Lag and Drop Bug
In some matches (Strat and MPI), all clients will start out severely lagged -- and then be dropped sometime within the next 20 seconds. In other matches, most clients will severely lag and drop out in the middle of the game. This seems to happen sporadically and randomly.

Lag and Drop Bug
Not totally sporadically, when I play with a WLAN-router in between my PC and modem I lag out almost twice and often as I do with my router removed a direct non-wireless connection is made. This doesn't seem to impact ping, or does it lag out me out when its just the server and me playing, but when a 3rd or 4th player joins I may be one of the laggers where I'm not when the router is removed.
I don't really know very much about this stuff so I'm not really sure if the above is really truth or if its just my perception of a slight increase in ping or something like that, but it seems very much so that my WLAN-router increases the chance of being auto-kicked from a game.


Hanging Sound
Or how you might want to label it. Basically as the header already says, sounds sometimes keeps hanging. Most notably when you use jumpjets or have been jumping. I "think" it may have to do with a combination of that sound being played (jump/jetpack) while simultaneously getting critically damaged.
Title: Re: PB4a Bugs
Post by: Mr X on April 13, 2009, 01:42:09 AM
I've noticed a bug,

When you're driving a vehicle with the camera set to forward and it gets destroyed, your pilot view is forward aswell, even if you have it set to cockpit,

Its very annoying when I've crashed a vehicle into the enemy base so I can snipe for a bit, only to find that I can't aim properly.

I know this applies to scouts for both races, not sure about other vehicles.

(Oh, by the way, I think it would be very good if you could change camera view without having to get out of your vehicle and get in again)
Title: Re: PB4a Bugs
Post by: Steeveeo on April 13, 2009, 02:00:25 AM
Quote from: Mr X on April 13, 2009, 01:42:09 AM
I've noticed a bug,

When you're driving a vehicle with the camera set to forward and it gets destroyed, your pilot view is forward aswell, even if you have it set to cockpit,

Its very annoying when I've crashed a vehicle into the enemy base so I can snipe for a bit, only to find that I can't aim properly.

I know this applies to scouts for both races, not sure about other vehicles.

(Oh, by the way, I think it would be very good if you could change camera view without having to get out of your vehicle and get in again)
Try setting your default views in the options menu.

If your view does change, try the following:

Shift F1 - First Person
Shift F2 - Chasecam
Shift F3 - Third Person (Way back)
Title: Re: PB4a Bugs
Post by: Mr X on April 13, 2009, 03:24:56 AM
My default views are:

Hovercraft view: Forward
Pilot view: Cockpit

But when my vehicle is destroyed it stays on forward for my pilot unfortunately.

And as this means I'm likely to be close to an enemy, it isn't a convenient thing to have to fix no matter how you do it, given that I might be trying to dodge enemy fire.
Title: Re: PB4a Bugs
Post by: VSMIT on April 13, 2009, 09:25:34 AM
So switch it back to cockpit.  It's not like it's difficult.

VSMIT.
Title: Re: PB4a Bugs
Post by: Mr X on April 13, 2009, 11:41:39 AM
Quote from: VSMIT on April 13, 2009, 09:25:34 AM
So switch it back to cockpit.  It's not like it's difficult.

VSMIT.

But that invariably means taking my fingers off other buttons, and gives the other person a window in which to shoot me.

Look, I'm just reporting a bug that I've found that I'd like fixed, there's no need to make it look like I'm being petty.
Title: Re: PB4a Bugs
Post by: Axeminister on April 13, 2009, 03:02:49 PM
Well I just tested patch 1.3pb3 and 1.3pb4a and they don't do that for me. If I have a pilot on cockpit, when I jump out it's on cockpit. So it's not a bug. If you made the change while in a game I can see how it might not have took. Double check your setting in options to make sure you really have pilot on cockpit. I leave mine on default everything and if I want to make a change I do so with the shift F1,F2, F3, F4, F5 buttons. But I do understand your reason for not wanting to do that. Time is essential to a strat.
(http://i40.tinypic.com/29vfh3k.jpg)
(http://i40.tinypic.com/2ufun9d.jpg)
Title: Re: PB4a Bugs
Post by: Mr X on April 13, 2009, 03:12:58 PM
It's when the vehicle gets destroyed, and it doensn't always happen. Not sure why it isn't consistant.
Title: Re: PB4a Bugs
Post by: Nielk1 on April 13, 2009, 03:25:44 PM
For god sakes HIT THE BUTTON.

You are SHOOTING INTO THE AIR! Take your hand and hit SHIFT+F1! HIT THE DAMN BUTTON! Your hand doesn't even LEAVE WASD.

EDIT:
SORRY but, COMMON!

"This doesn't read my mind, I don't want to have to hit the keys to do it myself."

I leave all on default. I DO NOT EVER want my view to change on it's own.
Title: Re: PB4a Bugs
Post by: Mr X on April 13, 2009, 03:29:10 PM
I've just tryed it, seriously not an easy hand position to get into quickly,

But I'm getting a little annoyed now by the way this seems to be going, so;

THIS IS FOR REPORTING PROBLEMS, I AM REPORTING A PROBLEM, SO GET OFF MY BACK ALREADY!
Title: Re: PB4a Bugs
Post by: bigbadbogie on April 13, 2009, 03:36:36 PM
WTF?

You are complaining about how the camera view is staying in 3rd person when you eject from a ship and you can't be bothered changing view manually?

This thread is for reporting glitches in the patch.

That is NOT a glitch. That is downright ridiculous.
Title: Re: PB4a Bugs
Post by: Red Spot on April 13, 2009, 04:13:42 PM
Come on, give the guy a break here. He's reporting what he saw as a glitch, trying to be helpfull in reporting what seems to him as a bug/glitch. Be happy he took the time to say so, how many play but never speak and how many speak but never play ... ?!?
Anyway, I could report a similair glitch ....

I got everything on 'cockpit' and never had any issues with cockpit view switching mid game since I made the adjustment. I do had a bit of a problem leaving them on default as when I went in an Atank and came out I lost the cockpit and never got the cockpit mesh back, just the cockpit position(would that be 'forward' view?). Since I adjusted them all to cockpit it never happened again. Do note that if your FPS goes down your cockpit mesh may dissapear as an FPS-saver ..
See if it keeps happening if you put the rest of the views on cockpit as well, seeing I had the problem with the default setting on tracked vehicles and you seem to have it with the forward view on hovercraft.
Title: Re: PB4a Bugs
Post by: Nielk1 on April 13, 2009, 04:16:23 PM
He SET it to switch, it just didn't work perfectly how we wanted so he wanted so he reported it as a glitch.
Title: Re: PB4a Bugs
Post by: Commando on April 13, 2009, 04:35:37 PM
I'm under the impression that the feature isn't finished based on how the feature is worded in the changelog.
Title: Re: PB4a Bugs
Post by: Red Spot on April 15, 2009, 08:04:02 AM
I think this has already been reported, but as I was cleaning out screenprints and logs I figured it wouldnt hurt to show an example of the glitch.

Sometimes when in tracked vehicles you can see the lines between the textures on the ground, perhaps beter said, you can see the maps grid. Not sure how or when it happens, just that it happens fairly frequent when in tracked vehicles.
Often it only happens when facing north(iirc) and when you look the other way the issue is no longer there to pop its head back up when you face [certain] direction.
(http://members.ziggo.nl/red_spot/bz2_0003.jpg)

ps: is it still usefull to report these issues ? Seeing that the next patch has probably already adressed most issues reported here, or at least I guess it may have.
Title: Re: PB4a Bugs
Post by: GSH on April 15, 2009, 10:44:25 AM
Red spot - what's your graphics card? I've not heard of such lines before. Sounds like some rounding errors on the graphics card, not sure.

-- GSH
Title: Re: PB4a Bugs
Post by: Red Spot on April 15, 2009, 11:29:19 AM
The screenshot I posted here probably says it all now that you say this is the first time this has been reported ...
http://www.bzuniverse.com/forum/index.php/topic,9017.msg139739.html#msg139739

(http://img5.imageshack.us/img5/9135/detailsl.th.jpg) (http://img5.imageshack.us/my.php?image=detailsl.jpg)

I've got some realy old drivers for my Nvidia 8600 GTS, and afraid to upgrade as I usually never have any issues with my system .. lol
Perhaps I should consider upgrading those drivers. :)
Title: Re: PB4a Bugs
Post by: Zero Angel on April 15, 2009, 01:57:28 PM
You could, but the whole point of driver upgrades is to fix issues with the previous drivers -- sometimes a driver upgrade will add support for a new feature (like a new directx feature) but if you are satisfied with your current drivers then its not a big deal to upgrade.
Title: Re: PB4a Bugs
Post by: Commando on April 15, 2009, 02:00:31 PM
Red, you have bump mapping enabled in the graphics options?  I got that issue along with others when enabling bump mapping.
Title: Re: PB4a Bugs
Post by: Red Spot on April 15, 2009, 02:14:14 PM
Yes I have. It seems it also causes some ships to not show their skin/body when in the recy equipmentmenu, but I recall having mentioned that (somewhere) before ..
I'll try to take a screenshot of it tomorrow, they speak beter english than I do :D
Title: Re: PB4a Bugs
Post by: Machine on April 15, 2009, 02:34:54 PM
People drop out from games constantly, even with fibre connections and low pings. I see someone dropping out once in every ~3 minutes, so something is badly wrong indeed.

Otherwise it's more stable than any other patch. I have not spotted game ruining warp yet.
The gameplay would be more interesting if ships could resist falling down much longer, like in the original Battlezone pc title.
Automatic leveling should be toggled off by default. It takes a lot frustration before a newcomer hears that it is possible to play more dexterously, dynamicly and more comfortably by turning it off. It's a simple fact that a player sucks in online games if he has it on.

I look forward to next update. It's starting to look functional.  (http://www.newtek.com/forums/images/smilies/brians/023.gif)
Title: Re: PB4a Bugs
Post by: Mr X on April 15, 2009, 04:15:08 PM
In an MPI the other day, my assault avenger wouldn't reload at the service bay.

I don't know if this extends to any other vehicles, so maybe someone should check them all.
Title: Re: PB4a Bugs
Post by: Commando on April 15, 2009, 04:21:49 PM
The Assault Avenger and Assault Sabre need the Assault Bay to reload.  They will not get ammo at the Service Bay unless you change their weapons.
Title: Re: PB4a Bugs
Post by: Red Spot on April 16, 2009, 05:23:41 AM
http://members.ziggo.nl/red_spot/BZ2.JPG

Checked several recy's, stock, GreenHeart and Commando. All have this problem when bumpmapping is enabled.

A question on the side if you dont mind. I drew a red circle around the 'low-FPS' counter in the topleft corner of the screenshots. What does that exactly mean and how is it affected? It used to be a 20 usually so it did some tweaking so the game should drop features fairly quickly if FPS goes at least below ~52FPS, but now the low-FPS is as high as the actual FPS but again drops to 1FPS when I take a screenshot ...
Usually my FPS stays at 60 unless I unleash a bunch of APCs at once and on screen or when I have some massive endgame assault in MPI, and than it ussually doesnt even drop below 40FPS.
(Sorry for the offtopic questions, I know this is probably more performance tweaking than bugreporting.)


Edit: Also the following which I havent seen in MP.
First sceenshot, with bumpmapping on:
http://members.ziggo.nl/red_spot/bz2_0005.jpg

Second screenshot, taken 2sec after the first, bumpmapping off:
http://members.ziggo.nl/red_spot/bz2_0006.jpg
Title: Re: PB4a Bugs
Post by: AHadley on April 16, 2009, 05:49:06 AM
I think most people around here get bumpmapping problems, it's down to the fact that our graphics cards don't support it. There was one old one at the time BZ2 came out, but I don't think it's supported any longer.

I've found a bug too. Me and my brother were playing strat across a LAN, and he kept receiving server over messages while I was changing the settings. When we eventually did load up, we were on opposite teams in the same place on the map, and neither of us could see the other, as though we were on two different maps.
Title: Re: PB4a Bugs
Post by: Steeveeo on April 16, 2009, 02:16:12 PM
Heh, sounds like you both went into your own little worlds :P
Title: Re: PB4a Bugs
Post by: Mr X on April 16, 2009, 02:23:04 PM
I noticed earlier that assault spires weren't attacking enemy buildings,

is this intentional?
Title: Re: PB4a Bugs
Post by: Commando on April 16, 2009, 02:43:29 PM
Gun towers seem to do the same.
Title: Re: PB4a Bugs
Post by: Steeveeo on April 16, 2009, 03:39:23 PM
SRV Guntowers still attack buildings, and they still use the same AI processes as the 1.3pb3 versions, so maybe pb4a switched them around?
Title: Re: PB4a Bugs
Post by: VSMIT on April 17, 2009, 12:18:53 AM
Somehow I don't think that Gun Towers were designed to attack bases... :-P

VSMIT.
Title: Re: PB4a Bugs
Post by: TheJamsh on April 17, 2009, 04:51:46 AM
gun towers apparently need to be shot before they shoot anything. annoying as hell.
Title: Re: PB4a Bugs
Post by: AHadley on April 17, 2009, 06:09:13 AM
No, they work beautifully when I 'defend' an enemy's extractor for them.  :evil:
Title: Re: PB4a Bugs
Post by: sabrebattletank on April 17, 2009, 07:18:21 AM
my favorite way to kill a recycler is still to recycle it, but gting is second
Title: Re: PB4a Bugs
Post by: Commando on April 17, 2009, 07:18:57 AM
Killing a recycler using about 20 of your scavs is a classic way to kill a recycler :).  Got to love victory by Scavengers.
Title: Re: PB4a Bugs
Post by: AHadley on April 17, 2009, 10:32:40 AM
1) How on earth are you going to recycle something that's not under your command? Stupid question, get a constructor in.

2) How on earth are you going to kill a recycler with 20 unarmed scavengers? Scavenge it to death?
Title: Re: PB4a Bugs
Post by: VSMIT on April 17, 2009, 12:23:54 PM
Explosions do damage, AHadley.

VSMIT.
Title: Re: PB4a Bugs
Post by: AHadley on April 17, 2009, 01:12:10 PM
Yes, I know, but that strikes me as a rather odd way to do things.  :lol:
Title: Re: PB4a Bugs
Post by: Steeveeo on April 17, 2009, 02:17:52 PM
SRV Explosions do more damage, plus hoverscavs, so...

Nielk1 knows what I mean. :P
Title: Re: PB4a Bugs
Post by: Nielk1 on April 17, 2009, 02:42:58 PM
LOL, yes. One game in SRV I made literally 100 hover scavs. Picked BigMoon clean really fast and then I sent them all into Steeveeos base where he killed them, ending his own base.

Best part is some survived and brought all the scrap from their fellow scavs and the base back to me and I was able to attack the other player.
Title: Re: PB4a Bugs
Post by: Steeveeo on April 17, 2009, 03:00:29 PM
Actually it was somewhere around 40-50 hoverscavs and my base only took massive damage, but I was still in the game. :P
Title: Re: PB4a Bugs
Post by: Nielk1 on April 17, 2009, 03:40:36 PM
Quote from: Steeveeo on April 17, 2009, 03:00:29 PM
Actually it was somewhere around 40-50 hoverscavs and my base only took massive damage, but I was still in the game. :P

Drat! I guess the other 50 took back loose from the first wave and then you got killed while I was amassing forces for the other guy.
Title: Re: PB4a Bugs
Post by: Clavin12 on April 19, 2009, 02:27:05 PM
FE won't work with PB4
Title: Re: PB4a Bugs
Post by: AHadley on April 19, 2009, 03:14:49 PM
FE isn't supposed to work with PB4!

The original FE is designed for 1.2

Red Devil's FE_PB3 version is designed for 1.3 PB3, hence the name.

This is not technically a bug anyhow, since it's a mod.
Title: Re: PB4a Bugs
Post by: Commando on April 19, 2009, 03:40:23 PM
RD isn't the only one who worked on FE for pb3.
Title: Re: PB4a Bugs
Post by: bigbadbogie on April 19, 2009, 03:43:56 PM
I ran through and fixed most of the SP missions just so I could play them when I was bored.

Then I lost them...
Title: Re: PB4a Bugs
Post by: Clavin12 on April 21, 2009, 07:43:45 AM
Quote from: Steeveeo on April 13, 2009, 02:00:25 AM
Try setting your default views in the options menu.

If your view does change, try the following:

Shift F1 - First Person
Shift F2 - Chasecam
Shift F3 - Third Person (Way back)

by the way do you know how to get out of shift F9 or shift F12 and back to the regular game?
Title: Re: PB4a Bugs
Post by: TheJamsh on April 21, 2009, 07:45:36 AM
Open and close the editor again (CTRL+E)
Title: Re: PB4a Bugs
Post by: Clavin12 on April 21, 2009, 07:54:37 AM
thanx i got stuck in that yesterday
Title: Re: PB4a Bugs
Post by: AHadley on April 21, 2009, 11:02:22 AM
Only works if you're in the editor though, so don't go pressing Shift-F9 or Shift-F12 in standard play!  :-P
Title: Re: PB4a Bugs
Post by: Clavin12 on April 21, 2009, 12:13:29 PM
how bout shift-F10
Title: Re: PB4a Bugs
Post by: TheJamsh on April 21, 2009, 12:58:24 PM
Dont even think there IS a shift-F10 'view'

The shift+f9 view is a schematic view of the map used by map makers and bug-hunters. Its not designed as an extra useable 'view'.
Title: Re: PB4a Bugs
Post by: Clavin12 on April 21, 2009, 01:04:44 PM
shift f-10 is radar view.
Title: Re: PB4a Bugs
Post by: TheJamsh on April 21, 2009, 01:08:39 PM
oh. dunno then never used it. try shift+F10 again is guess or use the same methoed as before.

Now i know what the satelite view cheat is triggered by...
Title: Re: PB4a Bugs
Post by: AHadley on April 21, 2009, 01:44:09 PM
If you want to exit radar view you press the 'Logout' button at the bottom.
Title: Re: PB4a Bugs
Post by: Clavin12 on April 21, 2009, 01:49:50 PM
doesn't work
Title: Re: PB4a Bugs
Post by: bigbadbogie on April 21, 2009, 03:57:02 PM
Press Shift + F10 again to get out of that view. (I think.)