v0.90b Bug Reports - READ FIRST POST

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LordGarcia
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Post by LordGarcia »

alright I run into some kind of problen here. It isn't really a bug but might need some fixing.

What I speak of is the way the targets for movement are handled. If you make a part of a ship separately and then turn it around to put it somewhere ont he ship the target's direction won't change according to the sprite you just turned. this leads to movements that have to be redone. In my case it led to mass changing of 30 or so sections and that frankly sucks.

tl:dr

>target direction doesn't change when turning a section. would be better if it would, though.
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Gkug
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Post by Gkug »

Happens when firing the repeating artillery.
___________________________________________
ERROR in
action number 1
of Other Event: User Defined 1
for object RepeatingArtillery:

Error in code at line 23:
bullet.sprite_index = l_bulletsprite

at position 26: Unknown variable l_bulletsprite

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

Error in code at line 23:
bullet.sprite_index = l_bulletsprite

at position 26: Unknown variable l_bulletsprite

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

Error in code at line 23:
bullet.sprite_index = l_bulletsprite

at position 26: Unknown variable l_bulletsprite

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

Error in code at line 23:
bullet.sprite_index = l_bulletsprite

at position 26: Unknown variable l_bulletsprite

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

Error in code at line 23:
bullet.sprite_index = l_bulletsprite

at position 26: Unknown variable l_bulletsprite
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Wicky_42
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Post by Wicky_42 »

Same error with the artillery.
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guilee186
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Post by guilee186 »

Hey guys, i recently got this error message while trying out my dreadnought.
___________________________________________
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
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bl3d4
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Post by bl3d4 »

The Online/Offline trigger for weapons doesn't seem to work. My weapons still fire when they are meant to be offline.

Also, I get this error when if turn them online/offline:

Online:

Code: Select all

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

Error in code at line 14:
     if tr_toggle && tr_ontype == 2 then

at position 20: Unknown variable tr_ontype
Offline:

Code: Select all

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

Error in code at line 28:
     if tr_toggle && tr_ontype == 3 then

at position 20: Unknown variable tr_ontype

Please advise.
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Darlos9D
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Post by Darlos9D »

Arcalane wrote:If they're white, those are intentional. The explosion itself tends to generate a refraction bubble/shockwave effect that causes weapon-fired beams to visually bend, but they do not physically.
Image
These are giant misplaced beams of light, I'm pretty sure.
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Ixranin
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Post by Ixranin »

This is a pretty old bug, but it's still around and I don't think I've seen it mentioned:

Sometimes when you go to the main menu, the ships in the background all fly directly to the center of the screen and keep that as their target, so they're all stuck bumping around in the center.

Any ship after that which is destroyed will likely be unable to move normally. It respawns off the screen, and slowly moves back onscreen in little jerks until it's somewhere near the edge, where they tend to stop. They also can't turn when they're like this.
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DarchZero
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Post by DarchZero »

DarchZero wrote:ERROR in
action number 1
of Other Event: User Defined 1
for object TacNukeCannon:

Error in code at line 23:
bullet.sprite_index = l_bulletsprite

at position 26: Unknown variable l_bulletsprite

It also applies on Blaster Cannons and other custom long range weapons. Happens rarely.

And also sometimes, after saving, my ship description is cut in half, or something like that.

WTH is happening to my shipmaker?
Anybody interested in answering my question? I know i'm pretty impatient coz everytime i create or edit triggers, my long ship description is half-removed.
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BizzarreCoyote
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Post by BizzarreCoyote »

Kaelis wrote: If no one is responding, then that means that either they don't know or it can't be helped.
Sorry dude, I think this is one of these circumstances.
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D00D!
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Post by D00D! »

Code: Select all

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

Error in code at line 48:
   else if (dc_group != -1 && l_owner.dc_controlled) then

at position 29: 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
It's back again and this time I have no idea how to stop it,
The bug is caused by the weapon being used as the driver to the turret and persist even after it is deleted.

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Arsenikum
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Post by Arsenikum »

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

Error in code at line 26:
bullet.sprite_index = l_bulletsprite

at position 26: Unknown variable l_bulletsprite


To get rid of this bug you should write a full path to the bullet sprite in field "custom bullet sprite".
LukeRM
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Post by LukeRM »

Arsenikum wrote:ERROR in
action number 1
of Other Event: User Defined 1
for object FlashBolter:

Error in code at line 26:
bullet.sprite_index = l_bulletsprite

at position 26: Unknown variable l_bulletsprite


To get rid of this bug you should write a full path to the bullet sprite in field "custom bullet sprite".
Same as some custom weapons, those I know of are the
-TacNuke Cannon
-Repeating Artillery
-Flash Bolter

Also, whenever I run the sandbox, this appears:


___________________________________________
ERROR in
action number 1
of Other Event: Room Start
for object GUI_HighPartDrawer:

Error in code at line 4:
l_xscale1 = room_width/global.sbsurfsize

at position 36: Division by 0.


It somehow messes up the beams, explosions and etc.
However it becomes normal after going back to the main menu and sandbox again.
[url=http://rm51-place.at.ua/]Some random site I made.[/url]

[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=3301][img]http://i458.photobucket.com/albums/qq306/LukeRM/griatianflet.png[/img][/url][url=http://www.wyrdysm.com/phpBB2/viewtopic.php?p=88508#88508][img]http://i458.photobucket.com/albums/qq306/LukeRM/databanks.png[/img][/url]
Kaelis
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Post by Kaelis »

bl3d4:
Make sure you have the latest version. That bug has already been fixed.

LukeRM
Kaelis wrote:- Division by 0 errors when entering sandbox. If you're experiencing these, putting 'Sbsurfsize = 2048' below 'Surfaces' in bfconfig.ini should fix it.
AnnihilatorX
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Post by AnnihilatorX »

hmm just found that frame/speed settings for rotation and movement aren't transferred when section is cloned.

Maximum and minimum target size for weapons still doesn't work? Tested on mining laser at least.
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Skull13
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Post by Skull13 »

This happened when I spawned my "t'aren fighter." Could the apostrophe have caused an issue?

Code: Select all

___________________________________________
ERROR in
action number 1
of Create Event
for object __newobject994:

In script nTrigW:
Error in code at line 7:
   obj = l_weapon[argument0].id

at position 8: Unknown variable l_weapon
I did mod the Vulcan cannon on it for turning, but thats it.
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