Caydr wrote:Huge bug. Not so much, huge, as really irritating.
To duplicate:
Load XTA on any water map.
.cheat
.give armbats
tell it to attack an arbitrary point near the edge of its range. Now watch it do the polka.
Boat spins back and forth in place. Works fine otherwise. Affects AA a hundred times worse since most boats have more than one turret, and only boats with more than one turret are affected.
Probably happens with ANYTHING that has more than one gun, just isn't noticable since they aren't as far apart as the average boat's guns are.
0.73b1 test release 3
Moderator: Moderators
Dancing battleships bug:
Some new notes. All minor stuff, thus far:
1. I can't seem to get Wakes or other Dynamic Water features working now, so my work to build a custom Hover wake was kind've a waste of time. Ah well, it's just a fringe feature anyhow.
2. OnlyForward weapons aren't causing the units to turn until they are facing the target, like they should. I thought that units were now going to be forced to turn towards the arc of their Primary, or was that patch never finished?
3. I don't suppose BeamLaser behavior could be changed so that they only spawn ONE custom ExplosionGenerator? Again... this is super-minor, trivial stuff, though, and definately not a show-stopper.
I have yet to encounter a crash bug or a very seriously borked thing. The bugs thus far are just minor graphical stuff- the core engine seems to be nice and stable thus far, with few problems with unit behaviors, etc.
1. I can't seem to get Wakes or other Dynamic Water features working now, so my work to build a custom Hover wake was kind've a waste of time. Ah well, it's just a fringe feature anyhow.
2. OnlyForward weapons aren't causing the units to turn until they are facing the target, like they should. I thought that units were now going to be forced to turn towards the arc of their Primary, or was that patch never finished?
3. I don't suppose BeamLaser behavior could be changed so that they only spawn ONE custom ExplosionGenerator? Again... this is super-minor, trivial stuff, though, and definately not a show-stopper.
I have yet to encounter a crash bug or a very seriously borked thing. The bugs thus far are just minor graphical stuff- the core engine seems to be nice and stable thus far, with few problems with unit behaviors, etc.
Can a few people test http://user.supradigital.org/jcnossen/XmlSettings.zip ? It is a new settings utility made by TheBlasphemer with some additions from me.
All settings are now defined in a "settingstemplate.xml" and the setting dialog is generated from that, so potentially a linux lobby could support it as well and have support for all settings as soon as they're specified in the XML file
All settings are now defined in a "settingstemplate.xml" and the setting dialog is generated from that, so potentially a linux lobby could support it as well and have support for all settings as soon as they're specified in the XML file
things ive found:
"tracking" on units gets stuck, cant be toggled off.
total war camara is now fixed, :)
hot bidding, "control+insert" is not working
e: aigth, this is only bc nothing is asigned to "hobind".
If you use "/bind y hotbind", you get the prompt to hotbind.
radar is less accurate than usual.
units still dont fire back, if they dont have radar info.
red circle of attack is too dark now, its hard to see.
units are not firing atmax range, but at.. 85% of fire range.
(tested on dominators)
Mouse locked in windows when altabbing and player is in "mousestate"=locked mode in spring.
"bind space mousestate"
is less responsive than in current version, it has somehow increased lag in the response time.
e: oh, also, there is a nasty bug when you, create a group ai, then destroy it, the create it again.. (it crashes to desktop).
e:this bug does not exist in dev3.
"tracking" on units gets stuck, cant be toggled off.
total war camara is now fixed, :)
hot bidding, "control+insert" is not working
e: aigth, this is only bc nothing is asigned to "hobind".
If you use "/bind y hotbind", you get the prompt to hotbind.

radar is less accurate than usual.
units still dont fire back, if they dont have radar info.
red circle of attack is too dark now, its hard to see.
units are not firing atmax range, but at.. 85% of fire range.
(tested on dominators)
Mouse locked in windows when altabbing and player is in "mousestate"=locked mode in spring.
"bind space mousestate"
is less responsive than in current version, it has somehow increased lag in the response time.
e: oh, also, there is a nasty bug when you, create a group ai, then destroy it, the create it again.. (it crashes to desktop).
e:this bug does not exist in dev3.
Last edited by mongus on 24 Sep 2006, 20:51, edited 3 times in total.
seems to work fine for mejcnossen wrote:Can a few people test http://user.supradigital.org/jcnossen/XmlSettings.zip ? It is a new settings utility made by TheBlasphemer with some additions from me.
All settings are now defined in a "settingstemplate.xml" and the setting dialog is generated from that, so potentially a linux lobby could support it as well and have support for all settings as soon as they're specified in the XML file
Hi - works fine. Just one observation:
I would suggest moving the "Dual Screen Mode" and "Minimap on left (in dual screen mode)" toggles to the "Screen" tab rather than the Rendering tab, as they (to me) more logically go there, at least that's where I expected to find them.
I would suggest moving the "Dual Screen Mode" and "Minimap on left (in dual screen mode)" toggles to the "Screen" tab rather than the Rendering tab, as they (to me) more logically go there, at least that's where I expected to find them.
jcnossen wrote:Can a few people test http://user.supradigital.org/jcnossen/XmlSettings.zip ? It is a new settings utility made by TheBlasphemer with some additions from me.
All settings are now defined in a "settingstemplate.xml" and the setting dialog is generated from that, so potentially a linux lobby could support it as well and have support for all settings as soon as they're specified in the XML file
I agree yeah, I actually did that already but changed it back while debugging.
The reason I'm posting it already is that it seems to exit directly when executed outside of the IDE when build in release mode... very weird and completely impossible to debug in a normal way :/
If this debug build happens to work for everyone I can still release this one (Bad practice.. yes, but my other option is to continue to put stuff in the current settings.exe, which isnt really attractive either)
The reason I'm posting it already is that it seems to exit directly when executed outside of the IDE when build in release mode... very weird and completely impossible to debug in a normal way :/
If this debug build happens to work for everyone I can still release this one (Bad practice.. yes, but my other option is to continue to put stuff in the current settings.exe, which isnt really attractive either)
This is getting pretty good
New flamethrower is very nice looking!
Few minor Bugs, found with XTA on small divide:
Page changing gets locked as previously reported, I've had it happen twice with the arm commander when I go left a page to the page with only the sea air factory on it when commander is my only unit.
I can't get spring to run 2 monitors in fullscreen at 2560x1024 (nvidia 6800gt, windows xp, 84.21 drivers) It says "Error. Could not set video mode"
But I can run it windowed over 2 monitors which is acceptable.
If you have 'Map on left monitor' on in dual screen mode and middle click to switch to mouse moves viewpoint mode, then you middle click again to release, your mouse is centered on the left monitor (same with going to FPS and back), if you are on 'map on right monitor' the same occurs but it doesn't cause a problem as your gameplay is on the left monitor.
What are the tags to set up keys to go next/previous build page? There doesn't seem to be any defaults set up.
The updated XMLSettings sets the "ShadowMapSize" registry key incorrectly, it makes it a REG_SZ instead of a REG_DWORD. This causes shadow maps to not function correctly (reflections on units flash, there are no shadows, low framerate)
Also I can't chose the new water mode with it? (reflective+refractive)
Edit: After a bit more playing around I've discovered that windowed mode has its share of bugs too
Trees disappear too soon when zooming out, trees have some corrupt textures, tree sometimes have no leaves.

New flamethrower is very nice looking!
Few minor Bugs, found with XTA on small divide:
Page changing gets locked as previously reported, I've had it happen twice with the arm commander when I go left a page to the page with only the sea air factory on it when commander is my only unit.
I can't get spring to run 2 monitors in fullscreen at 2560x1024 (nvidia 6800gt, windows xp, 84.21 drivers) It says "Error. Could not set video mode"
But I can run it windowed over 2 monitors which is acceptable.
If you have 'Map on left monitor' on in dual screen mode and middle click to switch to mouse moves viewpoint mode, then you middle click again to release, your mouse is centered on the left monitor (same with going to FPS and back), if you are on 'map on right monitor' the same occurs but it doesn't cause a problem as your gameplay is on the left monitor.
What are the tags to set up keys to go next/previous build page? There doesn't seem to be any defaults set up.
The updated XMLSettings sets the "ShadowMapSize" registry key incorrectly, it makes it a REG_SZ instead of a REG_DWORD. This causes shadow maps to not function correctly (reflections on units flash, there are no shadows, low framerate)
Also I can't chose the new water mode with it? (reflective+refractive)
Edit: After a bit more playing around I've discovered that windowed mode has its share of bugs too

Trees disappear too soon when zooming out, trees have some corrupt textures, tree sometimes have no leaves.
Last edited by danzel on 23 Sep 2006, 07:55, edited 1 time in total.