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Trompete
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« on: August 21, 2010, 01:00:16 PM » |
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General Bugs
- None? Yeah right
Multiplayer Bugs - Points are double-rewarded for capturing planets/players (packet being echoed back) - Can be captured by enemy race without being notified - Can't reassign modules of ship if > 1 players in network game - Keyboard strokes are not adjusted for lag (acquire target...etc) - Firing torps are not adjusted for lag
- Quantum leap when resynching game as client - Network clients aren't always updated after planet captures - Sometimes when you cap a player that is clearly smaller than you, they will cap you instead. - If another human player is docked with you and you're a starbase, locking onto another object with your tractor will cause the other human player to perpetually try to fly toward you without docking to you. Only dying or quitting will correct this.
Please reply to this topic and a mod will edit this list.
Note that some bugs have been fixed already and not released, like bots being laggy. Bots now look amazing using the latest check-out from source code. This should be released to the public soon.
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Trompete
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« Reply #1 on: August 27, 2010, 05:10:28 PM » |
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Added: - Network clients aren't always updated after planet captures - Bombs don't do splash damage to ships when exploding on planets - NPC capped a planet with a billion troops on it with a few million - Colony Available flashes on the screen. Need to increase maximum number of colonies
Removed: - Game crashes/reports memory hack when capping planet if > 1 players in network game
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NiteHawk
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« Reply #2 on: August 27, 2010, 08:45:11 PM » |
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-Can pick up items that are not supposed to be picked up, such as colony weapons (bitfield issue) -Anything below 0.20 for initial speed in missiles doesn't seem to move. (In SF it was around 0.05). -Status (green/yellow/red) don't update on screen alt tab back and forth. -Sometimes you can fire and not lose any energy if you fire slowly. -Ring (TOP LAYER) images vanishes when planet vanishes. -Starbase doesn't fire sometimes.
Those are the ones I kept in my file, I'm about half done these ones but I'm so zoned right now, will work on it tomm.
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NiteHawk
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« Reply #3 on: August 28, 2010, 08:23:00 AM » |
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Removed: - Bombs don't do splash damage to ships when exploding on planets - Can pick up items that are not supposed to be picked up, such as colony weapons (bitfield issue) - Anything below 0.20 for initial speed in missiles doesn't seem to move. (In SF it was around 0.05) - Status (green/yellow/red) don't update on screen alt tab back and forth. - Trails are overlapping the missile completely.
I have not SVN'ed it yet, still working on stuff.
For max colonies, it looks rather dirty to adjust (To make dynamic) as its part of the whole objectlist etc. Though the colony issue happens only when theres a large amount of AI, we might want to just adjust it the maxcolonies depending on maxAI. I'm not sure yet, you can check it out but it might need a huge degunk to fix something like that.
But there is a value you can adjust, which is extra_colonies. I believe extra_colonies work via maxPlanets + extracolonies = MaxColonies. Overall if you set it to something higher, you'll never see that bug. We can talk about it after though & you can check it out yourself too.
I was unable to replicate this bug: NPC capped a planet with a billion troops on it with a few million.
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NiteHawk
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« Reply #4 on: August 28, 2010, 03:50:45 PM » |
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Removed: - Sometimes you can fire and not lose any energy if you fire slowly. - Ring (TOP LAYER) images vanishes when planet vanishes. Ring should stay and not look like it just vanishes when planet vanishes. Energy fire has been fixed, which solved a few gun bugs overall. The plague since 1.2 is gone 
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NiteHawk
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« Reply #5 on: August 28, 2010, 05:35:09 PM » |
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Added: - Module default/set numbers only go up to 9, even though they work. For example Hull: 10 is marked as Hull: 0.
Removed: - Colony Available flashes on the screen. Need to increase maximum number of colonies <-- Adjusted numcolonies to be higher in botmageddon to try to prevent this . Might need to be higher.
I don't think the numcolonies is going to be an efficant thing to adjust at this point of time unless we are bored, it's really messy around there and I'd not worry about it yet.
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Trompete
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« Reply #6 on: August 28, 2010, 10:18:22 PM » |
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Added - Bombs go tangent to planet when orbiting a planet. I think update from 8/28 caused this as a side effect - Points are double-rewarded for capturing planets/players (packet being echoed back) - Can be captured by enemy race without being notified
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NiteHawk
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« Reply #7 on: August 29, 2010, 07:01:13 AM » |
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I think stuff like local player being captured in 1.4 was done client side only. Much like the target being echoed back too which it probably shouldn't be (unless you fixed this already). I'd guess if you are being captured without you knowing though that the ship is out of sync maybe?
I'll check the bombs though and see if there different when orbiting.
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NiteHawk
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« Reply #8 on: August 29, 2010, 10:07:43 PM » |
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Removed: - Bombs go tangent to planet when orbiting a planet. I think update from 8/28 caused this as a side effect - Starbase doesn't fire sometimes. - Module default/set numbers only go up to 9, even though they work. For example Hull: 10 is marked as Hull: 0.
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Trompete
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« Reply #9 on: September 11, 2010, 09:36:15 AM » |
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Removed: - Quantum leap when resyncing game
Added: - Sometimes when you cap a player that is clearly smaller than you, they will cap you instead. - If another human player is docked with you and you're a starbase, locking onto another object with your tractor will cause the other human player to perpetually try to fly toward you without docking to you. Only dying or quitting will correct this.
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Sandtrooper
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« Reply #10 on: September 11, 2010, 01:13:27 PM » |
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- Sometimes when you cap a player that is clearly smaller than you, they will cap you instead.
Probably because the capping ship had more crew than you. The current system is this: If Enemy ship has lower crew than capping ship, capture successful, subtract X amount of crew from enemy ship by vessel who capped the enemy It doesn't matter how much crew you have...even if you have ONE GUY ABOVE the enemy, you cap him, but you lose all but one crew member because of it. (They, however keep all their crew, you just lose about a hundred+ guys as a side effect) What a shitty capturing system!
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 Fleet Admiral Sandtrooper 2nd in Command of TRIBE TRIBE-SD) オークエボリューション(Oak Evolution)
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NiteHawk
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« Reply #11 on: September 11, 2010, 01:47:13 PM » |
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Yeah capping is determined by crew not size of ship. So I don't think that is a bug. Often your crew will drop when you are attacked and it bypasses the hull. Less hull = more crew loss.
I think the capping system isn't 'that bad' though. Keep your crews up. Though there can be some randomization, its not a big deal. But mainly it works via if you have 500 crew, and they have 200 crew, you'll have 300 crew left. The crew doesn't change because technically you need 'some' sort of crew after capping a ship, so the '200' crew stay on the ship you captured.
But yeah, even if you have a bigger ship like a dread, if you only have 20 crew, and a scout has 700 crew, they will capture you.
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I'm not sure what you exactly mean by: "If another human player is docked with you and you're a starbase, locking onto another object with your tractor will cause the other human player to perpetually try to fly toward you without docking to you. Only dying or quitting will correct this."
So you are a starbase, and there is another human player docked onto you, and you tractor a robot ship, the player that was docked to you will fly towards you? I'm guessing its a online bug more then or?
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Sandtrooper
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« Reply #12 on: September 11, 2010, 01:58:15 PM » |
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The game probably "assigned" the player "Defense duties", in which said player can press SLASH to be "released" from said duty or else they have to "report back to the ship that they're assigned to". It happens whenever you tractor somebody when the purpose isn't for docking.
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 Fleet Admiral Sandtrooper 2nd in Command of TRIBE TRIBE-SD) オークエボリューション(Oak Evolution)
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NiteHawk
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« Reply #13 on: September 11, 2010, 02:01:27 PM » |
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Oh well if it is that, that isn't a bug. They are assigned defense duty but it shouldn't happen to human players. Only robot players.
I am not sure that is exactly though what he means becuase hes stating he has something on his tractors to begin with. Prob need more clarification how to or such. Sounds more like a bug if he can't shake it off at all. Probably assignments shouldn't be tagged on human players at all if thats what it was.
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Trompete
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« Reply #14 on: September 11, 2010, 02:24:00 PM » |
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Was talking with Nite. I was a starbase with 10K crew, and the other ship had 5K crew. We think the client and server might be out of sync for crew so I got capped even though I had double their crew on client.
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