Re: Bugs on 0.6.0. alpha 13

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Balthazar
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Re: Bugs on 0.6.0. alpha 13

Post by Balthazar » Sun Jun 21, 2009 8:37 am

TA:CC set of resources.

Bugs.

Units animation bugs

- ARM Construction seaplane flying with only one wing :P
- ARM Missile Frigate shoots longrange missiles without opening the missile silo
- Same missile silo bug seems to take place with ARM Hover Missile launcher

Engine bugs

- When you end mission on Win32 system ta3d crashes.
- pressing F12 key make DOUBLE screeenshots instead of one (With very small time difference - 0,5 sec or something like that)
- Zooming doesn`t work properly. On small maps zooming in/out doesn`t work at all. On larger maps zooming does work, but if map is not very large zooming out doesn`t brings a strategic view. (With ortographic projection camera mode.)
- Linear Waves appears even if the waves option is off (on the first launch of TA3D). If switched to off - the shader waves are drawn. There should be option to disable both types of waves - linear and shader ones, since on some maps water pools are too small for them and waves looks kinda wierd.
- Laser lenght for some units is wrong. Commander have too short one, but LLT have correct one.
- White water (snow/fog?) on the maps is drawn like red lava.
- Engine doesn`t differ units attack behaviour based on targeting facility. WIthout this building detected units under fog of war shouldn`t be targeted and fired automatically.

Scripts-related bugs

- GOK mod doesn`t work (GOK Commander did not appear)
(need to be tested) - Campaigns doesn`t seems to work as they should (sometimes just a black map) :P
- ARM Underwater Fusion Power Plant doesn`t detected as "during building process" and can`t be ordered to help by other construction units. But they can help indirectly - by gurding the one that build it or by guarding the building itself.

Other bugs

- List of ta3d defaults mods should be empty, since all the new mods, downloaded through Net Server are added to list of available mods.

Suggestions:

- invisibility value increase to 60-70% instead of current 50?
- do not make nanolathe particles the more invisible the closer they are to their destination. I suggest just to remove them once they are taking place instantly, without slow dissapearing. (Also suggest to make color of nanolathe similar to player color).
- Make movement maps for subs and ships independend, so the subs could swim under ships.


More will be later :P

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Re: Bugs on 0.6.0. alpha 13

Post by Balthazar » Sun Jul 05, 2009 6:48 pm

Nice music, nice new Sky textures. End game crash is still there. We should do something about it.
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Re: Bugs on 0.6.0. alpha 13

Post by Balthazar » Sun Jul 05, 2009 6:57 pm

Yeah, radar now works fine. But units shouldn`t be able to attack enemy units that are covered with fog of war even if they are shown on radar. It should be available only after building of targeting facility.

Cooldown time for ultimate water shaders reset may be increased, since it works fine now.

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Re: Bugs on 0.6.0. alpha 13

Post by Balthazar » Sun Jul 12, 2009 7:26 am

Updated.
Is there any fixes connected to the bugs in the first message?

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Re: Bugs on 0.6.0. alpha 13

Post by xpoy » Sun Jul 12, 2009 7:45 am

I know there some other bugs not in list:
weapon features didn't conside height, thus, arm annihilation and KROG weapon always couldn't fire at enemy's bodys
repears not attack as gunship but a normal air. Bombers had a problem in bomb
air con's Guard and Recovery does not work well (maybe fixed, just copy from old post)
air need be small,it Looks too big in current camera
2D weapon explosion effect didn't cover by any objects
Movement and animations thoughts viewtopic.php?f=2&t=1054
This is Balthazar alone found:
Terrain texture corruption is always there since 0.6.0 alfa 2. I`m kinda used to it, even if it`s kinda ugly
What about MegaZoom texture bug - i`ll do some tests and write about it later.
and new idea:
path-finding, yep it already know, but still list in here due to all had list(in hope /:^])


1.copy building unit list for another builder,this would helpful in Situ Construction unit
2.Custom quickkeys,like spring's setting,but i wanna it can be more Powerful, such as be based on a wide variety of reasons
3.the script can control time speed,i Associate a script movie by control time speed.

1.copy building unit list for another builder,this would helpful in Situ Construction unit
2.Custom quickkeys,like spring's setting,but i wanna it can be more Powerful, such as be based on a wide variety of reasons
3.the script can control time speed,i Associate a script movie by control time speed.

save template creates construction template by asving unit/structures and their position
this sould good,
and another idea:2 Layer unit group
work like this, alt+1,this selecet big group 1,then press ctrl+1,it selecet group 1 in big group 1.and if press alt+1, then press ctrl+P, it selecet all air fighter in big group 1,hmm
Used ctrl selecet in big groups, used alt selecet big group

Tsunamis, volcanic eruptions, a strong earthquake, these parameters join into TA,then it is great cool.
BB boom so much times in stone,but not any change,it is not justify..

that perfect camera, couldn't keep cool when look at it, every times:
viewtopic.php?f=2&t=925

And a great idea in here:
Cons group control! We always need send some cons goto a section and build some things, every cons need control in single and conside in your hope base and every con only build a part and then need control next、next、next. Why not control cons group? That a all cons group, order some builds, then cons start build by auto-apart builds order list. That auto-apart mothed, my idea is order by order, for example, first build, order to first con in group, next build, order to second con in group, next, to 3rd con, etc...

And a new seggstion, that all weapon be effect by gravity, why not change the weapon range by gravity? This fix a TA bug.
Last edited by xpoy on Sun Jul 12, 2009 8:25 am, edited 1 time in total.

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Re: Bugs on 0.6.0. alpha 13

Post by Balthazar » Sun Jul 12, 2009 7:54 am

The weapon code is under rework as I know, so let`s just wait before it`ll be implemented and then do testing conserning weapon behaviour.

Plane behaviour is better now, but it is still a work to do and everyone knows that, so there is no need to include obvious things in buglist.

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Re: Bugs on 0.6.0. alpha 13

Post by zuzuf » Sun Jul 12, 2009 9:30 am

Currently i am working on nothing, i am in vacation :P
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Re: Bugs on 0.6.0. alpha 13

Post by xpoy » Sun Jul 12, 2009 11:57 am

Good vacation zuzuf. /:^]
well, for new idea, this is wind and gravity........
viewtopic.php?f=2&t=1106

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Re: Bugs on 0.6.0. alpha 13

Post by xpoy » Sun Jul 12, 2009 6:01 pm

a bad air for lava
look like all new air had this problem, it look like strange when turn to heaven or look at most down of world, like the world gather in together to there 5 place... /:^[

and a small music problem in win32, when alt-tab out, exchange from diffrent windows, then mouse return to 0,0, that left top(like that mouse unit laging in TA...) :P
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Re: Bugs on 0.6.0. alpha 13

Post by xpoy » Sun Jul 12, 2009 7:31 pm

didn't know why, but LD texture had a good solved for down map addtion
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Re: Bugs on 0.6.0. alpha 13

Post by zuzuf » Sat Jul 25, 2009 7:28 pm

those new skies need some more work :(
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Re: Bugs on 0.6.0. alpha 13

Post by Balthazar » Sat Jul 25, 2009 7:38 pm

zuzuf wrote:those new skies need some more work :(
How about the bugs listed in the first message of this thread :PPP ? Maybe I`ve write something that is already fixed?

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Re: Bugs on 0.6.0. alpha 13

Post by zuzuf » Sat Jul 25, 2009 8:02 pm

hm, zooming should be fixed I think, I remember having worked on it and got something better.
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Re: Bugs on 0.6.0. alpha 13

Post by Balthazar » Sat Jul 25, 2009 8:26 pm

I`ll check this out when we`ll get something new to test :P

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Re: Bugs on 0.6.0. alpha 13

Post by Balthazar » Wed Jul 29, 2009 11:08 am

Heeeeeey, where is alpha 14 ? We are waaaaaiiiitttiiinnnggg :P

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Re: Bugs on 0.6.0. alpha 13

Post by zuzuf » Wed Jul 29, 2009 11:10 am

I am going to run some build tests on mingw32 tonight, if it works I'll make an alpha 14 package :P
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Re: Bugs on 0.6.0. alpha 13

Post by Balthazar » Wed Jul 29, 2009 11:12 am

There are so much that have to be done! And test! And made!
Btw - http://tauniverse.com/forum/showthread. ... 67&page=11
Full re-create of ARM and Core buildings and units. Should look perfect in TA3D.

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Re: Bugs on 0.6.0. alpha 13

Post by zuzuf » Wed Jul 29, 2009 11:39 am

looks nice on those shots :)
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Re: Bugs on 0.6.0. alpha 13

Post by Balthazar » Thu Jul 30, 2009 3:56 pm

It seems like new test build was delayed because of some new bugs?

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Re: Bugs on 0.6.0. alpha 13

Post by zuzuf » Thu Jul 30, 2009 4:04 pm

no, I was just busy yesterday ...
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