Snooky's Weekly QA Report - April 29th, 2005
Posted: 30 Apr 2005, 08:31
This is my first weekly bug report based on actual testing. I verified, confirmed many bugs already cited, but listed them here for consistency as well. I will produce a report weekly (or more) base on actual tested results. Since I have not played multi-player yet (tomorrow), my focus is strictly in game at this point.
***Bugs***
----------
Radar rings continue to display even when radar is turned off. Jammers unconfirmed at this time.
Sea Plane Plant builds units under water. Plant does not submerge when completed/finished building.
Stockpile units can stockpile weapons before unit itself is completed.
Stockpile weapon resumes from point left off when switched off and back on again (not sure if bug, but I like this, you can put your nuke on 'hold' if you run out of energy).
Range for most weapons unlimited when in FPS mode.
Units can target within their own footprint.
Units can harm themselves.
Ships and subs can easily become trapped on shore.
Units can be 'buried' when moved into a crater and covered over by a con bot using the restore function.
Capture does not work/is not available.
Resurrection does not work/is not available.
Stunning does not work/is not available.
Floating DTs disappear when completed.
Some unit begin animations while being built (Hammer). Likely need to use while get 17 from create script or requeststate.
Blank textures show up as black in the game (and cast shadows).
Depthcharges work very poorly in shallow water (and can harm unit that is firing them).
Self destruct units (roach, invader) do not auto destruct when attacking a target.
Some units (hovers?) will spin in circles when move order completed.
***Ideas/Issues***
------------------
Interactive mini-map needed as per OTA. Scouting and movement hinder without this.
Terrain far too easily destroyed. Allow host to set terrain deformity rate from high, low, or none. Default to very low (1/10current) or none at all.
Create FBI tag for high trajectory fire (with degree/barrel angle?) so that only specific units may utilize this function. Example would be HIGHTRAJECTORY=n; (where n=1 or 0) MAXBARRELANLGLE=n; (where n=0 to 90 degrees). Only ballistic units should have this.
Increase map size allowance to at least 16384x16384 (TA 32x32). 20480x20480 (40x40) would be even better.
Implement range rings for all units or at least long range units. Ring would equal the radius of the unit's maximum range and would show up on radar as a colored ring (white?). on the game map itself, a faint ring would also be cool along with a cusor change when cursor is mover beyond a units range.
Create FBI tag for units indicate if they can knock down trees. Example would be CLEARTREES=n; (where n=1 or 0).
Create FBI tags for unit's transport capacity value. Small units like an A.K. might be 1 where a Goliath might be 2 or 3. This waytransports could only carry a few of the larger units and more of the smaller.
create toogle switch (i.e. '~') to allow players to turn off resource bars (just like recorder).
Display unit kills (with toggle on/off option) for each unit (just like recorder).
Display cloak radius while pressing shift (but also for non-moving units).
Increase LOS relative to altitude vs ground. This way units on the high ground or planes have more LOS (just like TA:K).
Create a repair radius option like load/unload/restore circles.
4 way or more rotate option for plants and, if possible, defenses.
Allow use of custom GUIs, including large stockpile GUI buttons (i.e UH, Bugfix) and sub-GAF buttons (UH and SWTA Multi-Directional Factories).
Add space bar feature from TA.
Command bar too large. Place on bottom like TA.
Auto raise unit(s) when restore applied to terrain.
***Other (need to test or verified no problems)***
--------------------------------------------------
Is the sonar jamming cloaking bug from TA still a problem in Spring?
Can subs fire vlaunch weapons while under water?
Shadows work fine on my PC
Commanders fire laser fine on my PC (in FPS it only fire DGUN but not sure if you get a choice or not)
***Notes***
-----------
*System Specs*
Windows XP SP2
P4 3.2GHz
1GB RAM
NVidia 6800 GT /256MB
SoundBlaster Live 6:1
*Game Specs*
1280x768 Windowed
All grphics options enabled
Shadow map size 2048
Unit texture quality 2xHQ
All sliders set to 50%
***Bugs***
----------
Radar rings continue to display even when radar is turned off. Jammers unconfirmed at this time.
Sea Plane Plant builds units under water. Plant does not submerge when completed/finished building.
Stockpile units can stockpile weapons before unit itself is completed.
Stockpile weapon resumes from point left off when switched off and back on again (not sure if bug, but I like this, you can put your nuke on 'hold' if you run out of energy).
Range for most weapons unlimited when in FPS mode.
Units can target within their own footprint.
Units can harm themselves.
Ships and subs can easily become trapped on shore.
Units can be 'buried' when moved into a crater and covered over by a con bot using the restore function.
Capture does not work/is not available.
Resurrection does not work/is not available.
Stunning does not work/is not available.
Floating DTs disappear when completed.
Some unit begin animations while being built (Hammer). Likely need to use while get 17 from create script or requeststate.
Blank textures show up as black in the game (and cast shadows).
Depthcharges work very poorly in shallow water (and can harm unit that is firing them).
Self destruct units (roach, invader) do not auto destruct when attacking a target.
Some units (hovers?) will spin in circles when move order completed.
***Ideas/Issues***
------------------
Interactive mini-map needed as per OTA. Scouting and movement hinder without this.
Terrain far too easily destroyed. Allow host to set terrain deformity rate from high, low, or none. Default to very low (1/10current) or none at all.
Create FBI tag for high trajectory fire (with degree/barrel angle?) so that only specific units may utilize this function. Example would be HIGHTRAJECTORY=n; (where n=1 or 0) MAXBARRELANLGLE=n; (where n=0 to 90 degrees). Only ballistic units should have this.
Increase map size allowance to at least 16384x16384 (TA 32x32). 20480x20480 (40x40) would be even better.
Implement range rings for all units or at least long range units. Ring would equal the radius of the unit's maximum range and would show up on radar as a colored ring (white?). on the game map itself, a faint ring would also be cool along with a cusor change when cursor is mover beyond a units range.
Create FBI tag for units indicate if they can knock down trees. Example would be CLEARTREES=n; (where n=1 or 0).
Create FBI tags for unit's transport capacity value. Small units like an A.K. might be 1 where a Goliath might be 2 or 3. This waytransports could only carry a few of the larger units and more of the smaller.
create toogle switch (i.e. '~') to allow players to turn off resource bars (just like recorder).
Display unit kills (with toggle on/off option) for each unit (just like recorder).
Display cloak radius while pressing shift (but also for non-moving units).
Increase LOS relative to altitude vs ground. This way units on the high ground or planes have more LOS (just like TA:K).
Create a repair radius option like load/unload/restore circles.
4 way or more rotate option for plants and, if possible, defenses.
Allow use of custom GUIs, including large stockpile GUI buttons (i.e UH, Bugfix) and sub-GAF buttons (UH and SWTA Multi-Directional Factories).
Add space bar feature from TA.
Command bar too large. Place on bottom like TA.
Auto raise unit(s) when restore applied to terrain.
***Other (need to test or verified no problems)***
--------------------------------------------------
Is the sonar jamming cloaking bug from TA still a problem in Spring?
Can subs fire vlaunch weapons while under water?
Shadows work fine on my PC
Commanders fire laser fine on my PC (in FPS it only fire DGUN but not sure if you get a choice or not)
***Notes***
-----------
*System Specs*
Windows XP SP2
P4 3.2GHz
1GB RAM
NVidia 6800 GT /256MB
SoundBlaster Live 6:1
*Game Specs*
1280x768 Windowed
All grphics options enabled
Shadow map size 2048
Unit texture quality 2xHQ
All sliders set to 50%