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Latest pre-release bugs

Posted: 19 Apr 2005, 18:37
by Sean Mirrsen
I'll split them into sections:

GUI:
With multiple buildings selected, it is nearly impossible to switch build menu pages, the build menu resets to page 1 after a second at most.

The Trajectory button is present for all units - needs fixing.

When building a MEX, the metal map highlights, but if you deselect the builder without placing it or choosing another building, it remains on and needs to be turned off manually.

GAMEPLAY:
Factory type buildings tend to build the first unit out of their center, instead of the build piece. This creates problems for buildings with folding build pieces.

I have been able to activate a new FPS control mode for aircraft, where I could control them with keyboard completely, and the camera turned with the aircraft. I've done it twice in one game, but was unable to recreate the mode since. Can you give me details on this one?

Certain defensive buildings have trouble aiming when built using the row build function.

Saves don't load. Obviously, this feature is unfinished.

Buildings built inside craters become buried when the ground is restored. Same with sea units.

Moving units sometimes want to take advantage of them being able to push other units aside when they're actually blocked by buildings that don't move. Happens when there are miniature gaps in a wall of buildings.

GRAPHICS:
Colors are missing on colored polygons. Could it be something I misdownloaded? Did you change the color applying system?

Bombs and certain custom missiles look like cannon shots. Also, lineofsight weapons somehow still obey gravity. And all selfprop missiles look the same. Could you put some time into weapon interpretation now that you've finished most of the engine?

STABILITY:
The game crashes when units total exceeds the 500 unit limit. This happens when you queue build on more than one building at once. In other cases the queue is correctly paused.

Posted: 20 Apr 2005, 01:14
by Neuralize
Some things to add. :)

First; Spring is awesome, I may be a critical f*** down below, but uh, keep at it, it's super neat.

Collision detection is a little funky with boats, and well actually pretty much everything, often you can bum rush a shoreline with boats and they'll end up pushing of few of their boaty comrades on to the shore, resulting in a very immobile coast defense.

Odd selection bug occurs at times, I believe it was when I either added a unit to a group or I alt-tabbed out and went back into the game, perhaps I'll try and reproduce it exactly here in a bit, anyway, what happens is that you can't unselect your units unless you click on them again, and you can never unselect all of the units.

Alliance resource/unit menu pops up more than once if you hit the key multiple times.

No option to to use left clicking? Either that or I missed something.

Something else uh.. asasdfsdf, oh yeah, when piloting a unit and the unit dies, or you stop piloting it, the camera just kinda sits there, would be nice if it snapped back into the position and mode last used before taking control of the unit.

Suggestions

It would be really cool for units to go in reverse, like they do in command and conquer generals. It would provide another direction to go in when in first person mode, and opening up a direction for units to get out of the way of other units in. For animations, I assume all you would have to do is just reverse the animation for going foward? Also, a bigger exaggeration of unit acceration and deacceration would be cool. In which uh, you could just slow down the walking animation, whether it be going forward or backward?

Also, uh, when transporting units with Valks or other single unit carrying transports, it'd be nice if you could assign pick up and drop off areas in which the unit would ferry unts from the drop off area to the pick up area until there are no units present in the pick up area, then the Valk would land, until of course you have enough energy to build more k-bots in the k-bot lab that assigns units to go to the pick up area, which upon doing so sends k-bots to the pick up zone, alerting Mr. Valk to take off again and start ferrying units back and forth.

Is there an auto build key that builds buildings around a particular building? Obviously, as you guys are the homies that made TADEMORECORDER I shouldn't have to mention this.

Would be nice to fire weapons individually in pilot mode.

Posted: 20 Apr 2005, 01:32
by Neuralize
Oh, and uh, I would say .gaf reading probably needs to be put in before a public release. =x

Posted: 20 Apr 2005, 03:24
by Neuralize
I'm going to guess you've seen this like a thousand times, but just in case you haven't. : http://www.tauniverse.com/joed/ Has some gaf information on there.

Found it in my attempts to obtain some sort of batch gaf decompiler so I could play Axis and Allies TA in spring, alas I failed in my search. :/

Posted: 20 Apr 2005, 12:06
by Sean Mirrsen
Oh, yes, one more note on air transports - when assigned an area to load units, it will disregard its restriction to carry one unit only, and will load all units at once. Then, it will unload all of them too. This isn't much of a bug, but having it carry units one by one is quite a bit more realistic.

Posted: 20 Apr 2005, 16:27
by Neuralize
I found them in a gutter on the forest moon of endor.

Posted: 20 Apr 2005, 16:36
by Neuralize
Ooops, I mixed up my windows. >.> You should allow me to edit my own posts here, uh Sean, I think that they did that on purpose to demonstrate the engine's ability for multiple loading, but the engine still lacks the ability to have transports ferry?