v0.9 Bug Report Thread

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SHAD0Wdump
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Post by SHAD0Wdump »

Custom ships on the enemy team that use platform deployers will spawn defense platforms that are hostile to members of the enemy team.
------------------
Also,by default nano settings the nanomatrix will use up almost half of its energy to repair 0.10 HP,this gives the illusion of it not working,when in reality it is just working quite poorly.Not to mention the previously mentioned 0.10 range making it even more redundant.
I have created a working nano by using custom settings on those fields.
------------------

Code: Select all

___________________________________________
ERROR in
action number 1
of Alarm Event for alarm 0
for object ctr_EShip:

In script shipEAI:
Error in code at line 594:
               if l_weapon[v].l_maxeng = 0 then

at position 29: Unknown variable l_maxeng

Non fatal,happens when a Kamikazi AI activates self destruct,I haven't tested if this happens when other ships self destruct.
(ship used has a EX thruster,probably related to that)
------------------
EX thruster counts against a ship going into kamikazi mode automatically.(does not apply to ships already set to Kamikazi AI)
------------------
Small request,in skirmish battles,could you remove the trigger for 'Mission Failed:Your fleet has been destroyed',It seems to be a wee bit buggy,coming up when I still have to original battle station intact.
(possibly related to the decay of fire support defense platforms)
Last edited by SHAD0Wdump on Wed Jan 28, 2009 3:42 am, edited 2 times in total.
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Arcalane
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Post by Arcalane »

SM Bugs:

<s>Cloning a ThrusterEx doesn't copy Shake and Activation/Deactivation time.</s> Disregard that.

Cloned weapons or those recieving Pasted Params get their Link Delay set to 1, regardless of what it is on the 'host' weapon.
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apotheosi
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Post by apotheosi »

i got this error when i was loading a ship up on the new SM. The thing is i made the ship in the same SM and it won't load. i end up having to load it from SM after its running, this didn't happen in the other version.
___________________________________________
ERROR in
action number 1
of Key Release Event for <Enter> Key
for object gui_efield:

Cannot load game saved with other version.
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Gkug
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Post by Gkug »

Got this error when testing out the twin autocannon.

___________________________________________
ERROR in
action number 1
of Destroy Event
for object EBulletTwinAC:

Error in code at line 14:
bullet.direction = direction+(random(l_subspread)*bullet.lr)

at position 47: Unknown variable l_subspread

___________________________________________
ERROR in
action number 1
of Collision Event with object ShipSection
for object ctr_ENormalBullets:

Error in code at line 4:
if other.id.l_hp <= l_damage then

at position 22: Unknown variable l_damage
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Post by Chiiro »

Gkug wrote:Got this error when testing out the twin autocannon.
You don't happen to have submunition damage set to 0 do you?
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Post by Gkug »

No, its still at the default value. It might be worth mentioning that I have only edited the damage (not submunition damage) and the range.
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Arcalane
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Post by Arcalane »

I'm not sure what's up with the collision thing but I know what the cause of the Twin AC one is.
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SHAD0Wdump
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Post by SHAD0Wdump »

Just got this when spawning a standard pirate raider after spawning one of my factory ship mkII's.(here's the upload,drop it into custom ships as is,Click here)

Code: Select all

___________________________________________
ERROR in
action number 1
of Alarm Event for alarm 2
for object ShipDeployerAI:

Error in code at line 11:
           obj.speed = l_special2

at position 10: Cannot assign to the variable
This does involve a platform that is immobile and uses a turret section+weapon linking.
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Arcalane
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Post by Arcalane »

Minor bug; Tesla settings run off the end of the ED2 page in SM. Perhaps move them back to the Edit Page?
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Skull13
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Post by Skull13 »

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

COMPILATION ERROR in code action
Error in code at line 11:
nSec2a(-24,13,"Kae_stock\Kae_sec47.png",-1,-1,0,-1,1,1,0)

at position 26: Unexpected symbol.


This occured when using a ship that I had just built. I guesss that I can't use that section...
Oh, Here's the ship files
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Post by ODST »

ERROR in
action number 1
of Alarm Event for alarm 10
for object ctr_Turrets:

Error in code at line 1:
if (dc_group != -1 && l_owner.dc_controlled) ||

at position 23: Unknown variable l_owner

___________________________________________
ERROR in
action number 1
of Step Event
for object MiniMissile:

Error in code at line 45:
if dc_group != -1 && l_owner.dc_controlled then

at position 23: Unknown variable l_owner

___________________________________________
ERROR in
action number 1
of End Step Event
for object ShipSection:

Error in code at line 275:
image_angle = l_owner.image_angle + l_angle + rs_rotang

at position 20: Unknown variable l_owner

___________________________________________
ERROR in
action number 1
of End Step Event
for object ctr_Turrets:

Error in code at line 4:
dir = rs_offsetdir + rs_owner.image_angle - rs_owner.l_angle

at position 32: Unknown variable image_angle


Several errors with my ship. The first one is similar to Firestorm's sabot cannon error, but I have no sabots on my ship.

ship file: *Obsolete*

EDIT: I used Arc's heavy AC sprite, Light AC sprite, MRM-10 sprite, SRM-4 sprite, and his combination turret sprites.

EDIT2: Replacing the MRM-10 sprites with the original stock ones seemed to fix the problem.

EDIT3: Okay, the ship is mostly completely fixed. I replaced Arcalane's MRM-10 sprite with the default ones, and the first error is gone. Now all that's left is that my turret sections have a weird orange box glow around them, and the biggest one won't stay pointed towards the bow of my ship when I move it (example: say the ship starts off facing south, if I move it up and the ship turns "north", the turret won't turn with the ship and will keep facing south). It will turn to face targets, though.

new ship file: Normandy.sb4
[img]http://img244.imageshack.us/img244/6102/odstsigbi9.jpg[/img]
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Post by Kane »

Removed - bug already reported.
CheesyErwin
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Post by CheesyErwin »

I am suffering the same DC-related error just as the ODST's one, even if I disabled the DC functions on the weapons, they error still presists.

Here's my ship:
http://www.wyrdysm.com/battleshipsforev ... Apollo.rar
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Burg Hammer Achtzehn
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Post by Burg Hammer Achtzehn »

The problem

This occurs when a TacNukeCannon or a RepeatingArtillery are linked to another weapon and have a link delay, and then try to fire when the thing they were shooting at isn't there any more. Also happens when fired via direct control.
______________________________________
ERROR in
action number 1
of Other Event: User Defined 1
for object TacNukeCannon:

Error in code at line 26:
bullet.alarm[0] = max(point_distance(x,y,ts_linkpar.l_target.x,ts_linkpar.l_target.y)/l_bulletspeed,l_special4+1) -

at position 67: Unknown variable x

___________________________________________
ERROR in
action number 1
of Other Event: User Defined 1
for object RepeatingArtillery:

Error in code at line 26:
bullet.alarm[0] = max(point_distance(x,y,ts_linkpar.l_target.x,ts_linkpar.l_target.y)/l_bulletspeed,l_special4+1)

at position 67: Unknown variable x
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Post by AnnihilatorX »

A complex stack but correctly targeted and parented ageis shield in the following sb4 file and showed correctly in ship builder somehow gets retargeted to a rear section in actual game. The same stack configuration had been used in older versions without problem.

The aegis is hidden within the very front section of the ship. They are right at the tip of the middle and bottom section.

ageis on bottomsection targets middle section.
aegis on the middle section targets the top section.
The top section is the parent of the middle section and in turn is the parent of the bottom section. This stack effectively is a layered armour that prevents area damage of some weapons.

http://hiyukihome.110mb.com/roland/Trident.sb4



Ship builder:
These are not always reproducible but I have experienced the following bugs:

  • Extensive combination of hiding followed by undoing then unhiding sometimes make hidden section stayed off screen and there's no way of bring them back, not even Shift+U.
  • Undo is not standardized in number of steps it undo. Sometime once, sometimes many. Can we have multiple undo steps?
  • Once I had a particle cannon and a autocannon sharing the same section. In game the ship failed to load with the same error as the one you would get for a driving turret with the turret section being not at the same coordinates as the driver weapon. But there is no directing setup on the aforementioned weapons, and I never used the function. After I deleted the particle cannon the file worked, but I could not re-produce this problem.

Minor visual glitches
  • Projectiles appear in between any double barrel weapons at the same place. Most noticeable for the double rail gun.
  • Weapon fire does not obey depthing.
  • Can we have a projectile scale setting? The autocannon projectile looks puny compared to the barrel size :P
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