v0.90a Bug Report Thread

Discuss all things Battleships Forever that aren't Ships and Shipmaker - Missions, Development, etc.!

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bien4500
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Location: Here and there

Post by bien4500 »

Custom weapon names returning to defaults when ship is re-loaded into Shipmaker.

Edit: Changed 'not appearing' to 'returning to defaults' in order to clarify.
AnnihilatorX
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Post by AnnihilatorX »

Windows ctrl key is held still when ship maker launches BS.

Aegis shield with depthing is still very buggy. Produces errors in form of either misplaced or missing shield; or error dialogue in BF or missing parenting line in ship maker.

Changing orientation of a booster module in ship maker has no effect due to it's targeting capability.
Last edited by AnnihilatorX on Sat Jan 31, 2009 10:29 pm, edited 1 time in total.
Artman40
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Post by Artman40 »

When in direct control mode, you can't zoom in or out. When exiting direct control mode, it zooms automatically to the level you zoomed in direct control mode.

Oh...and somehow I managed to start adding doodads to the core. I think you should be able to do this by default, not indirectly!
AnnihilatorX
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Post by AnnihilatorX »

For section with animation that moves after a rotation with respect to a parent origin, the absolute target position and angle settings are no longer accurate.

e.g. section at (30,0) rotate 90 degrees CW about (0,0) becomes (0,-30). If you want it then to move to -30,-30, you can't specify in ED2 for the move to be -30,-30. It will move off in some other direction after rotation.

EDIT:
I found out how it works.
Not so much as a bug, may be useful to note it in future documentations.
The setting for direction is the target angle facing + rotation angle. So in the above example the correct setting for movement angle would be (270 + 90) mod 360 = 0.
But the target X and Y is before rotation and not to be trusted in such case.
ODST
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Post by ODST »

You get an error if you open a ship with a ship deployer on it. You can ignore it with no issues.
___________________________________________
ERROR in
action number 1
of Key Press Event for O-key Key
for object obj_sidebar:

Error in function real().


Also, selecting the ship deployer will set its ship field to 0.
[img]http://img244.imageshack.us/img244/6102/odstsigbi9.jpg[/img]
Draco18s
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Post by Draco18s »

Draco18s wrote:
FIREST0RM000 wrote:
I can't seem to locate the reason why they won't move. Triggers are not used.
is movement enabled?
Yes. :roll: It moves just fine in Preview.
I was asked to post my sb4.
Here it is.
Not the one I was actually working with, but I believe it is an identical copy (I copied the file on Thursday morning so I could show a friend).
Artman40
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Post by Artman40 »

Oh...and when taking a direct control of the ship, I'm able to penetrate the (side) borders of the screen by gently approaching the border and then slamming into it!
lightstriker
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Location: "not here" would probably be accurate

Post by lightstriker »

Min and max target sizes don't work.
FIREST0RM000
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Post by FIREST0RM000 »

The tool-tip for bullet speed in SM still says something about percentages.

not really a glitch, but thruster EX's don't activate based on rotation. looks sort of odd when a ship rotates with no visible thrust. also, when decelerating, forward thrusters should be firing, not rear.

I'll post any other tool-tip bugs here.
Last edited by FIREST0RM000 on Sun Feb 01, 2009 7:46 am, edited 2 times in total.
SHAD0Wdump
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Post by SHAD0Wdump »

Only old weapons can have their projectiles changed to custom sprites,new weapons will revert to default projectiles when in game.
derekiv
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Post by derekiv »

Weapons and modules are by default shown above all sections and doodads, but you can toggle depthing on them by pressing W while a weapon or doodad is selected. This will make them behave like doodads in regards to depth.
Minor mistype in the F1 help guide.
SHAD0Wdump
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Post by SHAD0Wdump »

If an allied ship in sandbox mode skirmish is destroyed,the mission will end with a 'Mission failed,Your fleet has been destroyed' prompt.
FIREST0RM000
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Post by FIREST0RM000 »

there are lots of exploits with DC mode. for example, while the game is paused, your ship can still move + rotate, as well as deploy your key command based triggers.
Draco18s
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Post by Draco18s »

FIREST0RM000 wrote:there are lots of exploits with DC mode. for example, while the game is paused, your ship can still move + rotate, as well as deploy your key command based triggers.
And recharge energy in modules.
FIREST0RM000
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Post by FIREST0RM000 »

Demeter drones have 1000 deviation and 0 range :?

Burst also seems to be a little screwed up. 16?
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