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1.704 Bugs... |
Faustus Marshal Palestar
Joined: May 29, 2001 Posts: 2748 From: Austin, Texas
| Posted: 2014-11-09 19:48  
Quote:
On 2014-11-09 18:57, Jhomes wrote:
Sorry faust, I guess i shouldve been more clear on my first post, I was able to order them to target crystal entity just fine they just did not fire on it. Issue wasnt with being able to order them to fire on yellow targets, they just didnt do anything when i did
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Ok, good to know.. that's an easy fix.
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-DBS Marshal
Joined: January 04, 2011 Posts: 204 From: St. Petersburg, FL
| Posted: 2014-11-09 21:21  
Quote:
On 2014-11-03 18:04, Pantheon wrote:
Quote:
On 2014-10-29 15:15, -DBS wrote:
Dico bug is back. Capped planet and we were all still stuck in field. There wasn't even a dico on the planet still... Also I was unable to cloak in Gang for about ten minutes. I jumped around and had full energy. I eventually died. When I died I lost my Green Trails I have had for a couple years. I got them from Killing Nemesis! I also lost a Bench I believe. They are not to be found on any ship or in depot. One other bug, it doesn't show you are capping a planet unless you target it and shoot it. If you click a new target the % of capping goes away even if you are in orbit of the planet. I had to retarget the planet and shoot it to get the %cap back several times...
-DBS
Also, cant jump in a stat from Ghaxty cluster to BD cluster. I can jump with in either cluster no problem in any direction, but not to the other and it is only 50k away. I was WH'ed to BD from the cluster north and from there couldn't jump to where I WH'ed from but could jump within BD 4344 no problem.
-DBS
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All the issues you describe are the cause of desync.
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So, my entire team was Desynced? The several times on two different maps that I couldn't jump in a Station, was also because I was desynced?
-DBS
[ This Message was edited by: -DBS on 2014-11-09 21:24 ]
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-DBS Marshal
Joined: January 04, 2011 Posts: 204 From: St. Petersburg, FL
| Posted: 2014-11-10 16:21  
Fighting close to Bure, the sound of my engines/thrusters cuts out when im fired upon or when I shoot enemies. I can still be pinged from their EW and shots still make noises, but beyond that the game is silent. When I jump back into Luth planets the sound comes back. I restarted my PC and the game and it still does it...
-DBS
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Jhomes Chief Marshal
Joined: June 22, 2013 Posts: 92
| Posted: 2014-11-10 18:14  
I was wrong about fighters, they attack yellow targets just fine, just bad tracking i guess, oops
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Jim Starluck Marshal Templar Knights
Joined: October 22, 2001 Posts: 2232 From: Cincinnati, OH
| Posted: 2014-11-10 20:19  
Quote:
On 2014-11-10 18:14, Jhomes wrote:
I was wrong about fighters, they attack yellow targets just fine, just bad tracking i guess, oops
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I believe--but I'm not sure--that the issue is that fighters don't switch modes when targeting a neutral target. If you order them to target a friendly they switch to "assist" mode, if you order them to target an enemy they switch to "attack," but if you order them to target a neutral they just stick with their last mode.
So if you had them protecting a friendly, then switch to a neutral, they'll try to protect it.
_________________ If at first you don't succeed, get a bigger space battleship and try again.
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Jhomes Chief Marshal
Joined: June 22, 2013 Posts: 92
| Posted: 2014-11-10 21:14  
reduction in number of entity creatures needs done please, just lost planet thetis2 to 21, yes 21 crystaline entity monsters rofl
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Faustus Marshal Palestar
Joined: May 29, 2001 Posts: 2748 From: Austin, Texas
| Posted: 2014-11-10 22:14  
Quote:
On 2014-11-10 21:14, Jhomes wrote:
reduction in number of entity creatures needs done please, just lost planet thetis2 to 21, yes 21 crystaline entity monsters rofl
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Yes, just fixed a bug that was causing the server to make a team spawner for the monsters, thus all the spawned monsters. This fix will be going out shortly.
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Marshalrol Chief Marshal
Joined: August 29, 2007 Posts: 18 From: Nassau,Bahamas
| Posted: 2014-11-11 09:41  
Just wondering about the music in changing it from the standard version to my own list notice it doesnt play once i have set the path for it in setup section is there a known problem with this are something new
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Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2014-11-11 10:15  
Quote:
On 2014-11-11 09:41, Marshalrol wrote:
Just wondering about the music in changing it from the standard version to my own list notice it doesnt play once i have set the path for it in setup section is there a known problem with this are something new
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The folder you point to needs a config.ini file with a list in like the following:
[Jukebox]
ListCount=2
List0Name=AMBIENT
List0FileCount=2
List0File0=.\Music\Ambient1.mp3
List0File1=.\Music\Ambient2.mp3
List1Name=COMBAT
List1FileCount=2
List1File0=.\Music\Combat1.mp3
List1File1=.\Music\Combat2.mp3
ListCount = states of play (AMBIENT & COMBAT are only supported).
List#FileCount = x = Number of music files under the first state of play.
List#FileX = ... = Pointer to file.
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Animyx Chief Marshal Army Of Darkness
Joined: December 08, 2008 Posts: 108 From: Ground Zero
| Posted: 2014-11-12 02:41  
Definatly something wrong with the dicos, disabled one on an enemy planet, JD was disabled, and so was other members of my team. Capped the same planet and my JD is still disabled even after i repair the dico.
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Steveyk Chief Marshal Non Omnis Moriar
Joined: November 25, 2008 Posts: 162
| Posted: 2014-11-13 07:47  
Quote:
On 2014-11-12 02:41, Animyx *CO3* wrote:
Definatly something wrong with the dicos, disabled one on an enemy planet, JD was disabled, and so was other members of my team. Capped the same planet and my JD is still disabled even after i repair the dico.
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Last night at two guns the planet had nothing on it not a single building but was still showing as had a dico, also same map in random spots in deep space i found the graphic of a dico well 6 of them all in the small are some over lapped, they didnt ahve any effect just the ring, lost of ai still jumping directly into planets still ai jumping in twice like rubber banding sort of.
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Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2014-11-13 10:58  
Quote:
On 2014-11-12 02:41, Animyx *CO3* wrote:
Definatly something wrong with the dicos, disabled one on an enemy planet, JD was disabled, and so was other members of my team. Capped the same planet and my JD is still disabled even after i repair the dico.
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This is partly on me, and partly a misunderstanding.
Dictors never disabled when the structure was at low hp, only when destroyed. I have changed this so that if a structure has taken more than 80% damage, the planet AI will turn the interdictor off.
Prior to this update, the interdictor field itself was attached to the gadget, so when the structure was destroyed, it removed all of its child objects - field included. I updated it so that the field was attached to the planet, so it was focused on the center, rather than the structure itself. This meant it wasn't a child of the structure anymore, and as a result, when the structure went kapput, the field remained.
I've hopefully fixed the issue and will be pushing an update soon (if all works). This mistake of mine unfortunately means I will need to force a win condition on the map to progress it as there will be unremovable fields still floating around.
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-DBS Marshal
Joined: January 04, 2011 Posts: 204 From: St. Petersburg, FL
| Posted: 2014-11-13 13:51  
Quote:
On 2014-11-13 10:58, Pantheon wrote:
Quote:
On 2014-11-12 02:41, Animyx *CO3* wrote:
Definatly something wrong with the dicos, disabled one on an enemy planet, JD was disabled, and so was other members of my team. Capped the same planet and my JD is still disabled even after i repair the dico.
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This is partly on me, and partly a misunderstanding.
Dictors never disabled when the structure was at low hp, only when destroyed. I have changed this so that if a structure has taken more than 80% damage, the planet AI will turn the interdictor off.
Prior to this update, the interdictor field itself was attached to the gadget, so when the structure was destroyed, it removed all of its child objects - field included. I updated it so that the field was attached to the planet, so it was focused on the center, rather than the structure itself. This meant it wasn't a child of the structure anymore, and as a result, when the structure went kapput, the field remained.
I've hopefully fixed the issue and will be pushing an update soon (if all works). This mistake of mine unfortunately means I will need to force a win condition on the map to progress it as there will be unremovable fields still floating around.
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Good to know we weren't all DeSyned... BTW for people having a loss of sound issue, I found that changing the number of voices from 64 to 32 solves the problem
-DBS
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Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2014-11-13 15:13  
It wasn'y desync, just a logic error.
Desync is when you're out of sync with the server .
Sound issues we're still looking at.
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DiepLuc Chief Marshal
Joined: March 23, 2010 Posts: 1187
| Posted: 2014-11-14 05:44  
Fighters still do not disappear even mothership hsa been destroyed.
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