Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
after installing the test version, replays now try to start with that when doubleclicked. i think when you select 'portable' file assignment should not change.
That is a problem in general..what if you have ie gundam and KP installed? Only one game can use the doubleclick-on-replay=play thing, other intall will not have the map/game.
I recommend sound recordings, they're far more effective at saying shutup & listen I have a sound bug and its real, than saying "shutup & listen, I have a sound bug and its real"
if distributed with a game, the file-extension shouldn't be registered: so use the minimal-portable in your custom installer/distribution method. if you want to use the installer, then install unattended with /NOREGISTRY: http://answers.springlobby.info/questio ... unattended
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
Pardon me for being a bit frustrated. In my last post I bolded the bugs I was reporting, therefore, I thought it was very plain. Apparently not.
Ok, the sound culminating...
Exactly what I said. If I take lets say 20 light allterrain raiders and fire them at the same time, the sound peaks (if you don't understand what peaking means please just ask me, it will save a lot of confusion later). This should be fixed by: A limiting sounds that would make it peak, B lowering the threshold for layered sounds (in other words, dynamically adjusting the volume of sounds if they are going to cause peaking), C something I haven't even thought of.
Sound volume... I think I explained this well enough already, but I'll repeat myself. Start a tank shooting, then zoom out. The sound should lessen in volume. It doesn't. This is a bug.
Pathing... I wasn't really reporting this as a bug. Basically, a factory had a waypoint on a mex spot, then I built a mex there. Units still tried to go inside the mex instead of stopping short. I don't even know if this is a bug.
LUA broken... I thought this was a problem that I have to sort through. Don't get me wrong, I need help in the worst way to get it sorted as I'm not really smart enough to do it on my own, but I was under the impression that you guys would say it's a problem with the lua and not the engine therefore shovel it off and I'm not sure I would blame you.
That said, here is a list off the top of my head: ÔÇó Groupmove Widget ÔÇó Smart Select (This has to be fixed in the evo code, it cannot simply be overwritten because I have some important customizations) Widget ÔÇó Engine Hotfixes gadget (this is the one that destroys features in an area where something is being built)
Lots of lua broken that had already been fixed (and tested) for 0.83.
Quote:
[f=0004904] Error in CommandNotify(): [string "LuaUI/Widgets/unit_group_move.lua"]:40: attempt to perform arithmetic on field 'n' (a nil value)
Somewhat incongruent. There's really no reason why any of your lua should be broken now that wasn't broken when the last test release was done. But anyway;
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
Oops, smart select is working fine, it's this widget that isn't showing up (doesn't error out, just doesn't show up): viewtopic.php?f=23&t=23548&start=60
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
I can confirm that if a group of units have a destination, and a building is placed in their way after the order is given, the units pathing instructions do not get updated. (Had this happen yesterday when i was moving a big groupd of units around. They had a move order across the map iirc, and my engineer was going around making mexes, plopped one right in their path about 10 seconds before they got there. Some of the tanks got very stuck on the side of the mex, trying to go through it as tho it were not there.
However, that said, the yardmap on the mex was all fucked up, so if that has any relevance then please take that into account.
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