Jump to content

  • Log In with Google      Sign In   
  • Create Account

Photo

[SKIRM] ISSUES (moddb copy)


  • Please log in to reply
15 replies to this topic

#1 Michael_2553

Michael_2553

    Crewman Apprentice

  • Members
  • 13 posts
  • Locationrock hill S.c

Posted 31 January 2016 - 07:10 PM

i was playing on the moddb copy of the mod. (the last one you uploaded) and i can across a lot of little issues.

 

1. map size. the maps you made are huge (cov advantage) i know there's already a thread for it on the sections but these are things i noticed. need a few smaller maps to play with, please.

 

2. nebula's. i used cov slip-space ability and when it hit the nebula it kept going.... all the way till it ran out of map, which leads back to issue 1.

 

3. Ai this one is a biggy. the cov ai just sat there every few games. i was off building defenses and then i waited. i waited 30 minutes as i built up stuff. when i gave up and moved over to the cov station it was level one and the fighters for the cov had not moved at all.

 

4 mainly a partical thing this one. on the halicon the flames from the back sometimes showed up on the side of it. 

 

5. upgrades. i selected upgrade and bought the weapons one on the tier 3 cov ship and it just blew up. not even in a fight, just boom. and i cried (took so long to build)

 

if any of these are fixed in the copys that you DEVs are playing on then im sorry for wasting time.

 

all in all none of these are really that big of a issue and i still enjoyed the game. 

 

 

 


The rebellion took kaut! BUILD THE DEATH STAR!!! THEY MUST PAAYYYY!!!!


#2 Michael_2553

Michael_2553

    Crewman Apprentice

  • Members
  • 13 posts
  • Locationrock hill S.c

Posted 31 January 2016 - 07:13 PM

though i would like to point out im playing this game with 280 mb of ram as the rest of my ram on my system  is used by windows 7 (atom processor integrated graphics netbook from 2006 ) some of these issue just might be that sadly 


The rebellion took kaut! BUILD THE DEATH STAR!!! THEY MUST PAAYYYY!!!!


#3 sloosecannon

sloosecannon

    Admin - I code stuff

  • Administrators
  • 2,468 posts
  • Steam:sloosecannon
  • LocationThis dimension (right now...)

Posted 31 January 2016 - 07:26 PM

280 mb of ram

o.O


  • MrChipps, DGaius, Fleet Admiral agigabyte and 2 others like this
#define true false
//happy debugging suckers!!!!!

Notable SOTP forum/Steam chat quotes:

Spoiler

Donate to the forum! https://kd8rho.net/donate

#4 Sev

Sev

    CAW Tester

  • CAW Tester
  • 309 posts
  • Steam:Jazza!!!!!!!
  • LocationERROR: 001 To lazy to check

Posted 31 January 2016 - 11:40 PM

i was playing on the moddb copy of the mod. (the last one you uploaded) and i can across a lot of little issues.

 

1. map size. the maps you made are huge (cov advantage) i know there's already a thread for it on the sections but these are things i noticed. need a few smaller maps to play with, please.

 

2. nebula's. i used cov slip-space ability and when it hit the nebula it kept going.... all the way till it ran out of map, which leads back to issue 1.

 

3. Ai this one is a biggy. the cov ai just sat there every few games. i was off building defenses and then i waited. i waited 30 minutes as i built up stuff. when i gave up and moved over to the cov station it was level one and the fighters for the cov had not moved at all.

 

4 mainly a partical thing this one. on the halicon the flames from the back sometimes showed up on the side of it. 

 

5. upgrades. i selected upgrade and bought the weapons one on the tier 3 cov ship and it just blew up. not even in a fight, just boom. and i cried (took so long to build)

 

if any of these are fixed in the copys that you DEVs are playing on then im sorry for wasting time.

 

all in all none of these are really that big of a issue and i still enjoyed the game. 

1. I think I'll let DGaius answer this one, since I don't know the state of the maps he's got.

2. The slipspace jump is really buggy in the public build. I'm surprised you haven't noticed uncloaked Destroyers making a strafing run on your starbase :/

3. Sounds like the AI files have been corrupted. Try to reinstall FoC or redownload the mod.

4. Known bug: the engine particles fly through the sides of a few other ships as well.

5. This is a bit weird. I'm tempted to say that it was probably struck by a stray MAC round, killing it instantly because it while it upgrades, it doesn't have shields. Did it only happen once, or does it happen every single time?



#5 sloosecannon

sloosecannon

    Admin - I code stuff

  • Administrators
  • 2,468 posts
  • Steam:sloosecannon
  • LocationThis dimension (right now...)

Posted 31 January 2016 - 11:57 PM

o.O

To expand on this.... I'm honestly impressed the game will launch on a system with specs like that. Although I doubt any of the bugs are caused by it..... that's gotta be excruciating........


#define true false
//happy debugging suckers!!!!!

Notable SOTP forum/Steam chat quotes:

Spoiler

Donate to the forum! https://kd8rho.net/donate

#6 ShadowLotus

ShadowLotus

    CAW Coder

  • Mod Staff
  • 72 posts
  • LocationBoatmurdered

Posted 01 February 2016 - 01:55 AM

To expand on this.... I'm honestly impressed the game will launch on a system with specs like that. Although I doubt any of the bugs are caused by it..... that's gotta be excruciating........

That's something that is awesome about the game; by the standards of modern computers you can practically run it on a cardboard punch card


  • sloosecannon, MrChipps and DGaius like this
"I still say we should wait 'till he's asleep and glue his feet together."

"That is almost dorfy enough, it just needs a little more... !!FUN!!"

#7 DGaius

DGaius

    Mecha Man!!

  • Mod Staff
  • 480 posts
  • LocationNetherlands

Posted 01 February 2016 - 04:53 AM

i was playing on the moddb copy of the mod. (the last one you uploaded) and i can across a lot of little issues.

 

1. map size. the maps you made are huge (cov advantage) i know there's already a thread for it on the sections but these are things i noticed. need a few smaller maps to play with, please.

 

2. nebula's. i used cov slip-space ability and when it hit the nebula it kept going.... all the way till it ran out of map, which leads back to issue 1.

 

3. Ai this one is a biggy. the cov ai just sat there every few games. i was off building defenses and then i waited. i waited 30 minutes as i built up stuff. when i gave up and moved over to the cov station it was level one and the fighters for the cov had not moved at all.

 

4 mainly a partical thing this one. on the halicon the flames from the back sometimes showed up on the side of it. 

 

5. upgrades. i selected upgrade and bought the weapons one on the tier 3 cov ship and it just blew up. not even in a fight, just boom. and i cried (took so long to build)

 

if any of these are fixed in the copys that you DEVs are playing on then im sorry for wasting time.

 

all in all none of these are really that big of a issue and i still enjoyed the game. 

Some of these are incredibly odd. I think Sev's suggestion of reinstalling (and perhaps redownloading) the mod would be a good place to start. If you have the regular game, make sure it's installed in the right folder. If you have the game on steam, make sure no other mod is installed.  A fresh install wil probably solve issues 3 and 5.

 

Issue 4 is (as mentioned before) known to us, as is issue 2. ShadowLotus fixed a lot of the 'particles gone rogue', though I am not sure if he also came across the Halcyon. So I will ask him about those.

 

Issue 1 I can't help you solve, since there are no custom maps in the mod. There will be in the future and they will vary in size.

 

One final tip for you: if you're using the Slipspace Jump ability, you can help the game by telling it first where to travel and then activiating the jump ability. We'll look into making it a little easier to use in the future :)


Covenant at War Dev and Sins of the Prophets SFX Guy   ---  soundcloud.com/dgaius


#8 Michael_2553

Michael_2553

    Crewman Apprentice

  • Members
  • 13 posts
  • Locationrock hill S.c

Posted 01 February 2016 - 12:10 PM

To expand on this.... I'm honestly impressed the game will launch on a system with specs like that. Although I doubt any of the bugs are caused by it..... that's gotta be excruciating........



lol no actually o do very well on this. i run on fairly high graphical settings also (though i do have issues on some maps (aka the one so large it take 5 minutes to across it in a strait line. however with many mods im having to scale back a little these days.

That's something that is awesome about the game, by the standards of modern computers you can practically run it on a cardboard punch card

indeed the game engine is amazing like that.

that said i have cut so much from my pc outside the game that the game runs like a charm. even with the UNSC fighter spam clogging the system

The rebellion took kaut! BUILD THE DEATH STAR!!! THEY MUST PAAYYYY!!!!


#9 ShadowLotus

ShadowLotus

    CAW Coder

  • Mod Staff
  • 72 posts
  • LocationBoatmurdered

Posted 01 February 2016 - 12:14 PM

Issue 4 is (as mentioned before) known to us, as is issue 2. ShadowLotus fixed a lot of the 'particles gone rogue', though I am not sure if he also came across the Halcyon. So I will ask him about those.

I have noted the halcyon engine particles, and it is on my little list of things to whack back into place. 

 

One final tip for you: if you're using the Slipspace Jump ability, you can help the game by telling it first where to travel and then activiating the jump ability. We'll look into making it a little easier to use in the future  :)

2. nebula's. i used cov slip-space ability and when it hit the nebula it kept going.... all the way till it ran out of map, which leads back to issue 1.

If I am understanding this correctly, what is happening actually has to do with what a nebula does. When ships enter a nebula, they lose their special abilities, and, in this case, the ability is stuck to 'on,' causing the ship to zoom off the map. I'll have to test this later to confirm that hypothesis, but if that is what's happening, I'm fairly sure that adding a couple lines to the ability code that turn the ability off when a ship enters a nebula will fix the issue.


  • DGaius likes this
"I still say we should wait 'till he's asleep and glue his feet together."

"That is almost dorfy enough, it just needs a little more... !!FUN!!"

#10 Michael_2553

Michael_2553

    Crewman Apprentice

  • Members
  • 13 posts
  • Locationrock hill S.c

Posted 01 February 2016 - 12:20 PM

1. I think I'll let DGaius answer this one, since I don't know the state of the maps he's got.

2. The slipspace jump is really buggy in the public build. I'm surprised you haven't noticed uncloaked Destroyers making a strafing run on your starbase :/

3. Sounds like the AI files have been corrupted. Try to reinstall FoC or redownload the mod.

4. Known bug: the engine particles fly through the sides of a few other ships as well.

5. This is a bit weird. I'm tempted to say that it was probably struck by a stray MAC round, killing it instantly because it while it upgrades, it doesn't have shields. Did it only happen once, or does it happen every single time?

 

1 ive been using the tattoine straits maps (fixed most of those issue with map size)

2 yeah i noticed. i did manage to get the slipstream to do a circle around the map earlier. (cov picket racing! coming to a system near you!!)

3 i re-downloaded another copy and put it in the mod directory in the second copy i have installed of empire at war (because you can never have to many back ups) the issue was fixed. 

4 i really only noticed this bug on the cenima view otherwise i would have never seen it.

5 it happened a few times. though once i started upgrading way in the back on the map behind my base it stopped (i can allays slipsteam up to where i want it after all) oddly i didnt have this issue with UNSC ships at all so MAC round is plausible.

 

 

Would love to see something from a non public build. even if its only a video or picture. i passed over this mod for a long time thinking it was dead because it had nothing visible or even a post saying "hey im still alive!" over on modDb


The rebellion took kaut! BUILD THE DEATH STAR!!! THEY MUST PAAYYYY!!!!


#11 DGaius

DGaius

    Mecha Man!!

  • Mod Staff
  • 480 posts
  • LocationNetherlands

Posted 01 February 2016 - 12:22 PM

I have noted the halcyon engine particles, and it is on my little list of things to whack back into place. 

 

(...) I'm fairly sure that adding a couple lines to the ability code that turn the ability off when a ship enters a nebula will fix the issue. (...)

Oh man, what would I do without you? ;)


Covenant at War Dev and Sins of the Prophets SFX Guy   ---  soundcloud.com/dgaius


#12 ShadowLotus

ShadowLotus

    CAW Coder

  • Mod Staff
  • 72 posts
  • LocationBoatmurdered

Posted 01 February 2016 - 01:00 PM

Would love to see something from a non public build. even if its only a video or picture.

*whistles innocently*

 

Oh man, what would I do without you?  ;)

I was imagining some sort of damsel in distress scenario, up in a tower being terrorized by the evil code dragon or summat  :P


  • sloosecannon and DGaius like this
"I still say we should wait 'till he's asleep and glue his feet together."

"That is almost dorfy enough, it just needs a little more... !!FUN!!"

#13 ShadowLotus

ShadowLotus

    CAW Coder

  • Mod Staff
  • 72 posts
  • LocationBoatmurdered

Posted 18 February 2016 - 12:51 AM

2. nebula's. i used cov slip-space ability and when it hit the nebula it kept going.... all the way till it ran out of map

Having gone in and tried to reproduce this several times, I can say that either it has been fixed in the dev build, or something seriously odd happened. Whenever I tried it, the ship shot through the nebula, but stopped right where I had told it to stop. Interestingly, if I gave it a new move order while it was still flying through the nebula, it would come to a dead stop and start to move at normal speed. When I told it to move into the center of the nebula, if the ship didn't try and find it's way around to avoid the dangerous terrain, it would go in and stop right where I had sent it, then move at normal speed if I gave it an order. From what I can tell, the occurrence you are describing can only happen in the current dev build if you are able to tell a ship to move off the map.

 

If you could provide an exact way to replicate it I can test it again, I just used the nebulas on the Tatooine Straits map and shot several pickets at it.


"I still say we should wait 'till he's asleep and glue his feet together."

"That is almost dorfy enough, it just needs a little more... !!FUN!!"

#14 Sev

Sev

    CAW Tester

  • CAW Tester
  • 309 posts
  • Steam:Jazza!!!!!!!
  • LocationERROR: 001 To lazy to check

Posted 18 February 2016 - 03:23 AM

Having gone in and tried to reproduce this several times, I can say that either it has been fixed in the dev build, or something seriously odd happened. Whenever I tried it, the ship shot through the nebula, but stopped right where I had told it to stop. Interestingly, if I gave it a new move order while it was still flying through the nebula, it would come to a dead stop and start to move at normal speed. When I told it to move into the center of the nebula, if the ship didn't try and find it's way around to avoid the dangerous terrain, it would go in and stop right where I had sent it, then move at normal speed if I gave it an order. From what I can tell, the occurrence you are describing can only happen in the current dev build if you are able to tell a ship to move off the map.

 

If you could provide an exact way to replicate it I can test it again, I just used the nebulas on the Tatooine Straits map and shot several pickets at it.

This mod isn't something that's one-off, Lotus; I've gotten it several times. From what's happened to me, it only happens to AI-controlled ships, where you get Destroyers doing a fighter strafe run on your base. Its actually quite funny.



#15 ShadowLotus

ShadowLotus

    CAW Coder

  • Mod Staff
  • 72 posts
  • LocationBoatmurdered

Posted 18 February 2016 - 05:24 AM

This mod isn't something that's one-off, Lotus; I've gotten it several times. From what's happened to me, it only happens to AI-controlled ships, where you get Destroyers doing a fighter strafe run on your base. Its actually quite funny.

Oh, if it's AI controlled ships that's a separate issue altogether. Michael said that a ship he controlled flew off the map, and I couldn't replicate that. The AI ship 'strafing runs' have to do with implementing the slipspace ability into the AI scripts specifically. Right now, the ability is treated as a vanilla ability of the same type, and as such the AI doesn't treat it appropriately for what it is. It's on my list of things to do, but AI rehauls are a lower priority than making things work in the first place for me.


"I still say we should wait 'till he's asleep and glue his feet together."

"That is almost dorfy enough, it just needs a little more... !!FUN!!"

#16 베이클라이트

베이클라이트

    SPARTAN-I

  • Contributor
  • 2,590 posts

Posted 22 March 2017 - 06:19 PM

W0cCZmN.gif

YmSsY2C.png

 

 

 

 





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users