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 Post subject: v0.9 Bug Report Thread
PostPosted: Mon Jan 26, 2009 9:17 am 
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This thread is for reporting bugs with the newest release.

Remember that when posting bugs, you have to include as much info as possible. Circumstances, reproduction steps, common parameters, settings, your system info, etc. If a bug is specific to a certain ship or can be demonstrated with one, include .sb4 and .shp . If a ship uses custom sprites, remember to include these, too.

If you are reporting a new bug, you are allowed to double (and more, if necessary) post. Actually, its even better if you do.



Please post only if you have something useful to add.


Last edited by Kaelis on Sat Jan 31, 2009 11:12 am, edited 3 times in total.

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 Post subject:
PostPosted: Mon Jan 26, 2009 9:34 am 
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Commodore
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Location: San Diego, CA
On any keyboard press as long as this ship is in play.
Two sections are set to move on comma press and stop moving after ten frames.
One Twin Autocannon is set to enable and later disable on comma press.

--

ERROR in
action number 1
of Key Press Event for <any key> Key
for object ShipSection:

Error in code at line 9:

if l_owner.l_myship && sel then

at position 25: Unknown variable sel

--

.sb4 and .shp
http://www.wyrdysm.com/battleshipsforev ... mental.zip[/url]



Kaelis edit: This happens with key triggers, so don't use them for now.

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 Post subject:
PostPosted: Mon Jan 26, 2009 9:44 am 
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Linear movement sections triggered to move via Weapon Targetting.

Sections move correctly in Preview mode when 'W' is pressed.

However, ingame movements seem to follow default linear movement targets instead.

http://individual.utoronto.ca/Squishy/LineMoveTrig.sb4


Edit:

In windowed mode, with the options Shimmer, Gradient and Interpolate turned off, an empty sandbox is incredibly laggy. The framerate sits between 12~19 and the mouse/interface takes some time to response.

However, the splash screen melee and campaign/skirmish modes do not suffer this slowdown. Only Custom Game/ Sandbox incurs this.

Edit 2:

I've checked out all the options. It seems turning off SURFACES in the options fixes the Sandbox lag. All the other options have no effect. Something in the Sandbox takes up a lot of Surface features.


Last edited by Squishy on Mon Jan 26, 2009 10:20 am, edited 1 time in total.

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 Post subject:
PostPosted: Mon Jan 26, 2009 10:02 am 
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Yeaaaaaaaaah......
http://i421.photobucket.com/albums/pp29 ... 4/Whuh.png
No idea what I did to get this. The button still works though. :D

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 Post subject:
PostPosted: Mon Jan 26, 2009 11:49 am 
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in an attempt to figure out how to get something to rotate CCW I set the "CCW Frames" entry box to 0 (it said it ranged from 0 to 9000) and the shipbuilder crashed.

Quote:
ERROR in
action number 1
of Other Event: User Defined 3
for object ctr_editbuttons

In script resetRotation:
Error in code at line 19:
rs_rotccwspeed = 360/rs_rotccwframes

at position 29: Division by 0.


Setting CCW Rot speed to 0 puts a 36000 in rot ccw frames (and a 0.01 in rot speed), clicking that box re-defaults it to 9000 (and rot speed to 0.04).


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 Post subject:
PostPosted: Mon Jan 26, 2009 11:57 am 
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Posts: 139
Quote:
FATAL ERROR in
action number 1
of Create Event
for object ctr_Testroom:

COMPILATION ERROR in code action
Error in code at line 11:
nSec2a(0,29,"Sections\Cyc_sec02.png",-1,1,90,1000,1,1,1)

at position 23: Unexpected symbol.


I'm assuming it has something to do with that section, though exactly what is lost on me


EDIT: I figured out a way around it. I just used a differently named piece that was identical. It works now! :)

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Last edited by BizzarreCoyote on Mon Jan 26, 2009 11:22 pm, edited 1 time in total.

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 Post subject:
PostPosted: Mon Jan 26, 2009 12:04 pm 
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Attempting to move a default horizontal "slide" to a vertical, I changed the target X location first:

Quote:
ERROR in
action number 1
of Other Event: User Defined 3
for object ctr_editbuttons:

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

at position 40: Division by 0.


Editing because I'm awesome like that.

Attempting to load this ship (SB4) gets me this error:
Quote:
ERROR in
action number 1
of Other Event: User Defined 3
for object ShipSection:

Error in code at line 12:
(tr_ontype != 0 || tr_offtype != 0) ) then

at position 5: Unknown variable tr_ontype


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 Post subject:
PostPosted: Mon Jan 26, 2009 3:55 pm 
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Posts: 884
Triggers are generally fubar, don't use them. Movement and rotation don't quite work properly in the game yet but they work well enough in the SM.

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 Post subject:
PostPosted: Mon Jan 26, 2009 5:58 pm 
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Joined: Fri Jun 13, 2008 4:37 pm
Posts: 173
Location: Frontlines againest a piggy invasion
Sections that have a weapon driver (aka making them turrets) cannot have any other sections parented to them. If placed in the game, an error such as this:

ERROR in
action number 1
of Other Event: User Defined 3
for object ShipSection:

Error in code at line 12:

(tr_ontype != 0 || tr_offtype != 0) ) then

at position 5: Unknown variable tr_ontype

Will occur.

Also, the L hotkey does not work in shipbuilder so weapon drivers must be assigned manually. Same goes for mirroring.


:cry: It seems that the only person who has successfully made good use of triggers and drivers is SWS.

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 Post subject:
PostPosted: Mon Jan 26, 2009 10:59 pm 
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Two very minor bugs:

- The new cool guns have old sprites when selected by pressing the "select all offensive turrets (N)" button in the sandbox. Actually selecting single turrets shows the right sprite again.

- The Particle Rifle is called Pulse Gun in-game


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 Post subject:
PostPosted: Mon Jan 26, 2009 11:09 pm 
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FOOLISH SAMURAI
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Location: UK
A pair/four-pack of known bugs for the pile;

- Twin Blaster and Twin Autocannon shots spawn from the wrong positions at the moment.
- Twin Scatterbeam and Twin Laser/Beamer turrets fire a single beam that looks like two. This is harder to fix than it sounds, unfortunately. In the meantime, if you want a dual beam turret, make one manually.
- The point of impact of a torpedo takes double damage. This needs fixing so that the torpedo doesn't deal any impact damage, just explosive damage, IMO.

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 Post subject:
PostPosted: Tue Jan 27, 2009 2:11 am 
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Quote:
___________________________________________
ERROR in
action number 1
of Key Press Event for O-key Key
for object obj_sidebar:

Missing sprite!

Custom sprites\Old Sections\Old__CE56.png

Press ignore to replace with '?' sprite, or abort to terminate Shipmaker.

___________________________________________
ERROR in
action number 1
of Key Press Event for O-key Key
for object obj_sidebar:

Missing sprite!

Custom sprites\Old Sections\Old__Stock22.png

Press ignore to replace with '?' sprite, or abort to terminate Shipmaker.

___________________________________________
ERROR in
action number 1
of Key Press Event for O-key Key
for object obj_sidebar:

Missing sprite!

Custom sprites\Old Sections\Old__CE67.png

Press ignore to replace with '?' sprite, or abort to terminate Shipmaker.

___________________________________________
ERROR in
action number 1
of Key Press Event for O-key Key
for object obj_sidebar:

Missing sprite!

Custom sprites\Old Sections\Old__CE54.png

Press ignore to replace with '?' sprite, or abort to terminate Shipmaker.

___________________________________________
ERROR in
action number 1
of Key Press Event for O-key Key
for object obj_sidebar:

Missing sprite!

Custom sprites\Old Sections\Old__Stock17.png

Press ignore to replace with '?' sprite, or abort to terminate Shipmaker.


And the list goes on. I've replaced everything that needed to be replaced on this specific sb4 and every sprite is where it's supposed to be. But not according to SM. I'll see if I can find something, but I have no fucking idea what this is.

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 Post subject:
PostPosted: Tue Jan 27, 2009 2:17 am 
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Double underscores, AD. :P

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 Post subject:
PostPosted: Tue Jan 27, 2009 2:39 am 
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Strange thing, but after playing with the new shipED a bit, somehow I lost the power of drag&drop... even after exiting the ed, I still can drag a thing on my desktop :lol:

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 Post subject:
PostPosted: Tue Jan 27, 2009 5:55 am 
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Two minor errors.



If a slave weapon's Weapon Link is killed, you'll get an ignorable error box.

Should the slave weapon be left in an arc range exceeding it's set arc range, upon the loss of weapon link you will receive one more additional error prompt that can be ignored with no ill effects.


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