v0.90c Bug Reports - READ FIRST POST

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Warpman
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Post by Warpman »

When a ship with layering and guns that are Under some part takes the "Reinforce" bonus it warps away and back. But then its layering is gone and guns are a mess. Has no effect on the game but looks ugly.
Wicky_42
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Post by Wicky_42 »

drekisol wrote:i get that emptorpedo error when ever i put emptorps on the enemy ai (stock color red ai) allied is fine just enemy.
Enemy EMP torps cause a single error when the projectile is destroyed, but multiple errors when they hit a target ship.
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=4014]Terran Republic[/url]

[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2792]HW2 Hiigaran Navy[/url]
Veronw
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Post by Veronw »

So, I just decided to update the game at the cohertion of a friend of mine, and now the game will not run past 5 fps, it absolutely refuses to, this is just a blank scene with nothing on it, or even the main menu. It did not do this before, and I am unsure as to the cause. I am running Windows vista and any help would be greatly appreciated.
Bad Boy
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Post by Bad Boy »

It's possible my copy of BSF may be screwed up, because the startup screen is messed up sometimes, but I'm assuming that's not the reason for any of these problems, mainly because they both involve shipmaker.

1) Sometimes the section name on the sidebar sticks, so all the sections have the same name (eg. Kae_sec44), then, when I open the ship with a new shipmaker window, all of the sections are the section it was stuck on (eg. Kae_sec44), instead of being the section they're supposed to be.

2) Ship deployer ship selection resets when you click off of the ship deployer. This essentially means ship deployers don't work.
Squishy
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Post by Squishy »

Ship Maker will not load these following from an sb4:


Ship Deployer Module paths, hence requiring the designer to set them every time after opening an sb4.

Very long ship descriptions, again requiring the designer to rewrite them every time the sb4 is loaded.

*unconfirmed* Somehow forget some trigger targets.

Edit

Confirmed: Sm4 does not load On Trigger 2 or Off Trigger 2 targets.
Last edited by Squishy on Tue Apr 28, 2009 1:58 pm, edited 1 time in total.
Danny420Dale
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Post by Danny420Dale »

SM belches on ships with Flareguns as follows:

1: Flaregun sprite replaced with spr_Bridge.

2: Clicking one and hitting Edit does this.

Code: Select all

___________________________________________
ERROR in
action number 1
of Mouse Event for Left Released
for object gui_edit:

In script recreate_edit_buttons:
In script recreateEB_weapon:
Error in code at line 46:
     if !(global.selected.l_type = Demeter || global.selected.l_type = QuadBlaster || global.selected.l_type = PointBeam || global.selected.l_type = ParticleGun || global.selected.l_type = PointMaser || global.selected.l_type = PointRocket ) then

at position 34: Cannot compare arguments.
3: Clicking Ed2 does this.

Code: Select all

_________________________________________
ERROR in
action number 1
of Mouse Event for Left Released
for object gui_edit2:

In script recreate_edit2_buttons:
Error in code at line 222:
     if global.selected.l_type = Autocannon || global.selected.l_type = TwinAutocannon

at position 32: Cannot compare arguments.
VNilla
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Post by VNilla »

Kaelis wrote:
Awesomeness wrote:But, I have a Mac and I use CrossOver, and it didn't work... :cry: I was SO disappointed! I know it's not your fault, it's CrossOver's.
Actually, im quite sure its Game Maker, the game development environment BSF is made with. Im afraid Game Maker simply does not work on Mac, and theres nothing we can do about it.
I tried that too and had the exact same problem. It might be CrossOver, it might be GM, IDK. Might be some combination of the two... Messing with some bottle settings fixed the main game for me, but SM stayed messed up, so I gave up on trying.
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Arcalane
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Post by Arcalane »

Danny420Dale wrote:SM belches on ships with Flareguns as follows:

1: Flaregun sprite replaced with spr_Bridge.

2: Clicking one and hitting Edit does this.
*snip*
Please learn to read;
There are some minor bugs in SM, so make sure you grab the hotfix!
I thought th15 packed an updated SM in with 0.90d, but apparently not? Hotfix is here.
  /l、
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Danny420Dale
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Post by Danny420Dale »

Arcalane wrote:
Danny420Dale wrote:SM belches on ships with Flareguns as follows:

1: Flaregun sprite replaced with spr_Bridge.

2: Clicking one and hitting Edit does this.
*snip*
Please learn to read;
There are some minor bugs in SM, so make sure you grab the hotfix!
I thought th15 packed an updated SM in with 0.90d, but apparently not? Hotfix is here.
Thanks, it works :)
ArcaneDude
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Post by ArcaneDude »

When trying to open my new ship;
___________________________________________
ERROR in
action number 1
of Key Press Event for O-key Key
for object obj_sidebar:

In script loadShip:
In script oReadParams:
In script nSecD:
In script updateMovtarget:
Error in code at line 98:
ms_mcounter = ceil(ms_startdist/ms_aspeed)

at position 40: Division by 0.
When I hit 'ignore' I get like...a quarter of the entire ship, my cursor is gone and whenever I press the left button it shows the same message again. Things repeat when I hit 'ignore' again. I think I know what's wrong, though; I fiddled with movement parameters and it let me do something that isn't theoretically possible: change the rotation speed without changing frames elapsed. I thought the changes were so fine (in the 0.00's) that it just didn't show but apparently I broke it. Any way to solve this?
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Arcalane
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Post by Arcalane »

Your best bet is to yoink some unmodified movement data from another section and paste it over the offending section's movement data in notepad or somesuch.
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ArcaneDude
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Post by ArcaneDude »

Allright, I'll try that. Thanks for the tip.
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Check out the Epic Music Library
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And in this Alliance we bestow our hope and will, that the Dogs of War may never harass the people of our homes again, and that it will bring peace, equality and liberty for all in need and despair. One Universe, One Goal. By the Manifest we command this.~ Saren Vil Ush
Danny420Dale
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Re: v0.90c Bug Reports - READ FIRST POST

Post by Danny420Dale »

Arcalane wrote:- Division by 0 errors when entering sandbox. If you're experiencing these, putting Sbsurfsize 'Sbsurfsize = 2048' below 'Surfaces' in bfconfig.ini should fix it.
Comes back after I add it to the top of the bfconfig file, then run BSF twice. Apparently BSF rewrites the file with the surfaces variable right at the bottom, then next runtime stops reading the file somewhere before the last line. Going to try locking the file read-only, but I expect it to go BAWWW at it, then go tits up.

EDIT:

Code: Select all

___________________________________________
ERROR in
action number 1
of Create Event
for object GUI_MainTitle:

Error opening file for writing.
Yup.

Also, first time ever trying to make an Encounter.

Code: Select all

___________________________________________
ERROR in
action number 1
of Key Press Event for F8 Key
for object ctr_EncounterMaker:

Error in code at line 90:
           ds_ini_key_write(ini,"Terrain" + string(j),"speed", string(l_speed))

at position 69: Unknown variable l_speed
MelvinVm
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Post by MelvinVm »

Beam "Holes" when using a custom sprite, it keeps doing this on every weapon.
http://www.majhost.com/gallery/AZAZAZ2/ ... orlong.png

However, on AD's BSF this works completely fine, no holes, and the beam sprite works perfectly.
http://www.majhost.com/gallery/AZAZAZ2/ ... onbeam.gif
Sprite link.

Is it just my BSF? or my video card?
Danny420Dale
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Post by Danny420Dale »

Happened to me as well when using the laser pointer beam for, well, a laser pointer.
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