Compiled List of Current TA Spring bugs
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- Posts: 436
- Joined: 26 Aug 2004, 08:11
That's because the lobby uses ascii (1 byte per character) instead of unicode (2 bytes per character). Is demand for this high?el_muchacho wrote:Several bugs :
2. The Lobby doesn't accept accents in the main chat room it seems.
** EDIT: I stand corrected. I opened up use of extended ascii, and it works in the latest version.
Last edited by jouninkomiko on 30 Apr 2005, 22:21, edited 1 time in total.
- Syffer Bidan
- Posts: 31
- Joined: 21 Jan 2005, 01:01
Re: Jesus!
Before the update, I ran it with everything checked (though my graphics card does not support the shadows, reflections, or dynamic clouds), and ran everything that used a scroll bar at 50% X, where X is whatever the scroll bars stand for.el_muchacho wrote:Maybe you should be a bit more constructive and tell your configuration and how you installed the game. This would be more interesting.Syffer Bidan wrote:My game always crashes after the loading screen once I downloaded the server patch. This is disappointing.
Now, I cannot run the game with everything unchecked, and the scroll bar settings at the minimum default. My game just crashes now.
As for the installation, I did as it said: extracted the new server files into the Spring folder so that it over-writes the original server content.
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- Posts: 1
- Joined: 30 Apr 2005, 18:25
And while we're on the issue of scroll bars and other UI things... the 2D UI is pretty poor.
- settings slider bars don't have text output, so you don't actually know what you're putting your settings to
- map information/description is almost always cut off, with no way to scroll
- no way to kick players in host mode
- no autoconnect on load
- all sorts of net connection errors that seem to occur randomly, but resolve themselves when you merely try again
- sorting games by criteria doesn't work (clicking column header)
- no ping information
- 1000 unit limit... /me wants 10000
and for the FPS mode, there needs to be a strafe, or a bit more rendering of the object being controlled. FPS mode is just a PITA to use. It is a great concept for specialty sneaky missions, but it is unweildly and difficult to use.
and I concur that the minimap is too pretty to be so useless
- settings slider bars don't have text output, so you don't actually know what you're putting your settings to
- map information/description is almost always cut off, with no way to scroll
- no way to kick players in host mode
- no autoconnect on load
- all sorts of net connection errors that seem to occur randomly, but resolve themselves when you merely try again
- sorting games by criteria doesn't work (clicking column header)
- no ping information
- 1000 unit limit... /me wants 10000
and for the FPS mode, there needs to be a strafe, or a bit more rendering of the object being controlled. FPS mode is just a PITA to use. It is a great concept for specialty sneaky missions, but it is unweildly and difficult to use.
and I concur that the minimap is too pretty to be so useless
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- Posts: 12
- Joined: 01 May 2005, 03:45
meh, network data transfer is slow and unwieldy,
spring runs faster with an overlay ontop fot he terrain then if it where running normally
Floating dragon teeth sink
My subs show up on the surface like ships
The cenral build AI needs rewritting as it doesnt do anything for me (someone else do it I'm busy with my own stuff)
pressing tab brings up a white panel with grey tsmears that does nothing.
You can only save 1 game
If you have the reflective water turned on then sometimes going to the bottom of the map so you can see off map area means all the water suddenly turns blue like off map regions instead of showing the land udnerneath and reflections of the sky above.
For some people when spring exits the process si still runnign in the background and has to eb end taske din task manager before you can play again, otherwse a list of spring.exe's queue up all waiting for eachover to end before starting.
There's no way fo telling if a game in the lobby has started ro not and you cant stop spectators barging in
There's no .bps command
pressing f3 before any events have occurred takes you to the very corner edge of the map
In XTA cloaked units dissapear completely nd can onyl be seen because of their HP bars
HP bars cant be turned off
I cant see textures on units unless dynamic clouds are turned on
Hovercraft appear as underwater in one of the scripts till they're moved
Planes that cant land just hover and shake insted of finding soemwhere else to land most fo the time.
Sea planes cannot land in water.
BTW the 1000 unti limit is not an engine limit but a lobby limit, springs true unit limit is 10,000 if I remember correctly
I'm with Geforce 5200 ultra celeron D 2.4ghz cpu 256 DDR XP home, I have textures set to 1x (any higher and there's no textures and I get monochromatic units) shadows tuned on btu with shadow map to min reflective water turned on
spring runs faster with an overlay ontop fot he terrain then if it where running normally
Floating dragon teeth sink
My subs show up on the surface like ships
The cenral build AI needs rewritting as it doesnt do anything for me (someone else do it I'm busy with my own stuff)
pressing tab brings up a white panel with grey tsmears that does nothing.
You can only save 1 game
If you have the reflective water turned on then sometimes going to the bottom of the map so you can see off map area means all the water suddenly turns blue like off map regions instead of showing the land udnerneath and reflections of the sky above.
For some people when spring exits the process si still runnign in the background and has to eb end taske din task manager before you can play again, otherwse a list of spring.exe's queue up all waiting for eachover to end before starting.
There's no way fo telling if a game in the lobby has started ro not and you cant stop spectators barging in
There's no .bps command
pressing f3 before any events have occurred takes you to the very corner edge of the map
In XTA cloaked units dissapear completely nd can onyl be seen because of their HP bars
HP bars cant be turned off
I cant see textures on units unless dynamic clouds are turned on
Hovercraft appear as underwater in one of the scripts till they're moved
Planes that cant land just hover and shake insted of finding soemwhere else to land most fo the time.
Sea planes cannot land in water.
BTW the 1000 unti limit is not an engine limit but a lobby limit, springs true unit limit is 10,000 if I remember correctly
I'm with Geforce 5200 ultra celeron D 2.4ghz cpu 256 DDR XP home, I have textures set to 1x (any higher and there's no textures and I get monochromatic units) shadows tuned on btu with shadow map to min reflective water turned on
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- Posts: 201
- Joined: 30 Apr 2005, 01:06
Well, it's far less important than correcting ingame crashes obviously, but I thnk it shouldn't be too difficult to correct.jouninkomiko wrote:That's because the lobby uses ascii (1 byte per character) instead of unicode (2 bytes per character). Is demand for this high?el_muchacho wrote:Several bugs :
2. The Lobby doesn't accept accents in the main chat room it seems.
** EDIT: I stand corrected. I opened up use of extended ascii, and it works in the latest version.
Another bug: the spectator mode crashes games.
And a request:
key b should mean "build" like the OTA.
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- Posts: 12
- Joined: 01 May 2005, 03:45
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- Posts: 35
- Joined: 13 Mar 2005, 00:12
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
Whenever I "possesed" Brawlers or most noticably Helicopters they seemed to be turned off and go into their deactivation script.
Also, When I was using the M660 Predator, it's gatling gun wouldn't fire since it has a spin-up weapon animation (which was not even working when force firing in regular game) does Spring TA ignore most fireprimary script entries?
Also, When I was using the M660 Predator, it's gatling gun wouldn't fire since it has a spin-up weapon animation (which was not even working when force firing in regular game) does Spring TA ignore most fireprimary script entries?
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- Posts: 12
- Joined: 01 May 2005, 03:45
meh, new spring version has some bugs that I shall show with screenshots

This is the error I get when creating huge craters on the mars map and islaying the water

This is the the lines going through the terrain instea of over

whoa construction units have started building an adv bot plant, but wait it hasnt even finished building yet!

aircraft hovering because ti cant land, why dont you just move a few paces and land over there!


This is when I tried to make the minimap as small as possible

This is the error I get when creating huge craters on the mars map and islaying the water

This is the the lines going through the terrain instea of over

whoa construction units have started building an adv bot plant, but wait it hasnt even finished building yet!

aircraft hovering because ti cant land, why dont you just move a few paces and land over there!


This is when I tried to make the minimap as small as possible
Also
Since nobody has mentioned it yet... orders are showing up blank in the buil/orders menu, but build pics are fine, but text orders are blank... really annoying but not game breaking... running XP corporate, Radeon 9200, latest catalyst drivers, Celeron 2.4 processor... didn't bother messing around with settings yet.
Hmmm... noticing a few minor bugs:
1. When built on a hill and firing upon units on a lower level the buzzsaw destroys itself.
2. Sumo sometimes cant get out of kbot lab. This may happen with other units too. I happened to almost all units when I had the BTdata etc files in spring directory. Currently have only totala1-4.hpi, OTA conversion and those
high quality units. Dont think it was happening when i had basic models and no OTA.
3. Only a minor issue here - Got some video corruption, i.e. fast flickering around detailed bits of the map, when i ran it at about +50 or so... Again, doesn't really bother me, just thought someone might like to know.
1. When built on a hill and firing upon units on a lower level the buzzsaw destroys itself.
2. Sumo sometimes cant get out of kbot lab. This may happen with other units too. I happened to almost all units when I had the BTdata etc files in spring directory. Currently have only totala1-4.hpi, OTA conversion and those
high quality units. Dont think it was happening when i had basic models and no OTA.
3. Only a minor issue here - Got some video corruption, i.e. fast flickering around detailed bits of the map, when i ran it at about +50 or so... Again, doesn't really bother me, just thought someone might like to know.
It's nice to be able to give orders to unfinished units or assign them to a group, but as you point out I don't think they should be able to start building if they are not finished themselves!Alantai Firestar wrote: whoa construction units have started building an adv bot plant, but wait it hasnt even finished building yet!