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[1.5] Bug Reporting - DarkSpace Game |
Mr Black Grand Admiral Palestar
Joined: September 20, 2003 Posts: 486 From: Gaifenland
| Posted: 2008-05-26 11:29  
I have closed the previous thread, and opened this new one for users to post bug reports in.
Please report all non-graphics related issues below that are related to the game itself - this includes bugs that we have been notified of in previous threads and that are still outstanding.
If you have bug reports regarding graphics issues, or with the GameCQ launcher, please use the relevant threads.
Many thanks.
- The Development Team
[ This Message was edited by: Shigernafy on 2008-05-31 02:47 ]
_________________ \\r\\n DarkSpace Administrator - \\r\\n drafell@palestar.com
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GothThug {C?} Fleet Admiral
Joined: June 29, 2005 Posts: 2932
| Posted: 2008-05-26 11:46  
ECM/ECCM/Scanner: When you turn them off causes the sig to raise by 10...also..beacons on the ED do not work....
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2008-05-26 11:50  
Hit somebody with SI, takes about 10 or so seconds to see the damage dealt (for both parties)
beams seem to do damage long after their beam effect is turned off
I-19 UGTO Fighter has Pulse Beams. PULSE BEAMS. WHAT?! How incredibly useless is that?
Swapping from anything to the UGTO bomber results in the game randomly picking a fighter gadget and swapping THAT one to the bomber.
Elf beam does wierd stuff, like make your signature jump up 40 extra signature and reseting random weapons (not all, and not all evenly)
Repair que overlaps weapons on dreads
[ This Message was edited by: Fattierob (x2 Nanatsu Yoru) on 2008-05-26 12:26 ]
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_x$witchBladex_ [1.480 Fanboy] Grand Admiral
Joined: February 26, 2003 Posts: 849 From: Upstate New York
| Posted: 2008-05-26 16:14  
Quote:
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On 2008-05-26 06:55, BackSlash *Jack* wrote:
1) Cloak is meant to diminish your signature slowly. Signature controls cloaking speed now.
2) AHR is working as intended - it's not meant to repair armour.
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Quote:
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On 2008-05-26 11:04, Doran wrote:
its called Auto Repair for a reason
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1. It has not been named to fit AHR.
2. Description on Organic Armor needs changing then.
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Bug Reports
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1. ECM Placement on Scarab is borked.
2. Stinger description is cut off.
3. Beams are trailing when shot at scouts.
4. Not so sure if this is a bug, but ECM has a recharge?
_________________ * [=TB=]Enterprise @39933 sent to Clan: "Thats a lie Switch, you'd never let anyone else drink rum if it were right there. You'd slip teh roofies in and start drinking it yourself and not even realize it."
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Supertrooper Marshal Pitch Black
Joined: March 18, 2004 Posts: 1895 From: Maryland, U.S.A
| Posted: 2008-05-26 16:22  
Quote:
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On 2008-05-26 16:14, _x$witchBladex_ the Rum Loving Pirate wrote:
4. Not so sure if this is a bug, but ECM has a recharge?
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If I heard right, ECM/ECCM's gonna have a recharge to prevent abusing the pinging thing.
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Eledore Massis [R33] Grand Admiral Templar Knights
Joined: May 26, 2002 Posts: 2694 From: tsohlacoLocalhost
| Posted: 2008-05-26 16:50  
- Can Fire build drones, at extreme ranges (confirmed @ 949 GU),
However will immediately stop and report "Aborting Build" and no building is done.
- when spawning a ship, or looking in nav you sometimes see enemy's that you normally should not. usually extreme ranges or even K'Luth cloaked.
[ This Message was edited by: Eledore[NL] on 2008-05-26 18:27 ]
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Weebee Marshal
Joined: June 28, 2005 Posts: 8 From: South Yorkshire, UK
| Posted: 2008-05-26 17:28  
Im not sure if this was lag or not but there was a extra green orbit ring where the red one supposed to have been.
www.paulbates2k2.pwp.blueyonder.co.uk/pici.JPG
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Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2008-05-26 22:56  
AHR/organic armor fixed to accuratly reflect their functionality.
eccm/ecm have cooldowns now. not a bug.
scarab's ecm fixed.
[ This Message was edited by: Doran on 2008-05-26 22:56 ]
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2008-05-27 11:52  
possible way to ECM/ECCM ping - activate ecm, disable it, swap it out for eccm/scanner - eccm/scanner doesn't have the recharge timer - activate eccm/scanner, disable it, swap it out for ecm.....et cetra
Neutron bombs appear to blow up randomly before hitting the planet (Happens really randomly....but it happens)
ICC Bombers are pretty stupid - make bad passes, and don't always fire their bombs.
[ This Message was edited by: Fattierob (x2 Nanatsu Yoru) on 2008-05-27 11:57 ]
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Bardiche Chief Marshal
Joined: November 16, 2006 Posts: 1247
| Posted: 2008-05-27 13:49  
ICC Combat Dreadnought, running at 15.0 speed, using Reactive Shielding (fully recovered) was actually recovering its energy at a decent pace. This is kind of whack.
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Eledore Massis [R33] Grand Admiral Templar Knights
Joined: May 26, 2002 Posts: 2694 From: tsohlacoLocalhost
| Posted: 2008-05-27 14:54  
Quote:
| On 2008-05-27 13:49, Bardiche wrote:
ICC Combat Dreadnought, running at 15.0 speed, using Reactive Shielding (fully recovered) was actually recovering its energy at a decent pace. This is kind of whack. |
| when shooting ?
- Scanner range is 4000gu is this correct? this is longer then current bomb run range.
- Neutrons don't track and totally miss the planet or target
- Pirate Corvette "Ray MK E" has two ECCM's instead of ECM.
- Pirate asteroid could use a bigger Gate ring. corvettes and frigates have to fly IN the graphical asteroid to use that gate.
- PSM should be looked at. (blast range to small or other)
- Second build module on Engineers don't activate when building a structure.
should activate both at once, or should both be activated manually to build.
- Picked Beacon not functioning properly
- Sabots don't appear to fly at the target, when target sees them fly at him but no damage is reported
- Massive desync of clients. i was in different location than the server reported me to others.
I was able to receive dammage from them but when i jumped the didn't saw me move, when locally i did move
.. waiting for other players to post there story.
[ This Message was edited by: Eledore[NL] on 2008-05-27 15:07 ]
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Bitopherous 1st Lieutenant
Joined: June 07, 2004 Posts: 264 From: Bottom of the pile
| Posted: 2008-05-27 18:37  
Quote:
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On 2008-05-27 14:54, Eledore[NL] wrote:
- Massive desync of clients. i was in different location than the server reported me to others.
I was able to receive dammage from them but when i jumped the didn't saw me move, when locally i did move
.. waiting for other players to post there story.
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Same. Was in battle with a Siphon, I cloaked, and moved, but the dreads fighting me shot me and my smoke trail. I was 600-ish gus away, and to the side, and they saw me as right in front of them.
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Bitopherous 1st Lieutenant
Joined: June 07, 2004 Posts: 264 From: Bottom of the pile
| Posted: 2008-05-27 19:15  
Was attempting to bomb with a Missile Dread:
-15 PSMs took out one building, and not anything vital like a DB or higher level building.**
-Fighter bombs dont register any damage, or even the graphic of the explosion. Also, DBs werent shooting them down.
Would it be possible to add something showing the health of the buildings we are shooting at? Since we now have a use for scanners again, we will be [likely] targetting individual buildings again, and that would be a tool to help the bomber know what to target, or what buildings may be susceptible to bombing. Make it only available with a scanner?
**I realize bombs are no longer instakill. Thanks.
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doda *EP5 no longer exception...* Grand Admiral
Joined: December 11, 2005 Posts: 1012 From: happy land
| Posted: 2008-05-27 22:14  
alot of other kluth ships have partially cut off descriptions
make up your mind
unusual wording
typo still not fixed
sp?
what is this KLluth you speak of?
[ This Message was edited by: doda *EP5* (No Longer Exception...) on 2008-05-27 23:19 ]
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GothThug {C?} Fleet Admiral
Joined: June 29, 2005 Posts: 2932
| Posted: 2008-05-28 00:57  
is it bad i LOLed at that? hahahhahahahaha
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