v0.90b Bug Reports - READ FIRST POST

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X-14
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Post by X-14 »

ERROR in
action number 1
of Key Release Event for <Enter> Key
for object gui_efield:

Cannot load game saved with other version.

But the joke is, i have create the ship with the same version -.-
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Skull13
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Post by Skull13 »

Neroman wrote:When I press ctrl +z my mouse disappears and doesn't come back till i put in a new object then right click it and delete it.
I can confirm this.

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Bad Boy
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Post by Bad Boy »

This has happened to me before (in CE) and I never got an answer. My problem is failing ship gifs:
Image
I made sure shipmaker was in the foreground for the whole thing yet it still screwed up.
Squishy
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Post by Squishy »

Weapon Fire Trigger, ingame, ONLY accepts certain weapons.

IE blasters will trigger while flak and particle gun do not invoke any triggers.


Edit: Don't know if this is a bug, but a blaster disabled from shooting will also be useless for the Weapon Fire Trigger.




Edit 2:

Certain weapons are BAD candidates for weapon drivers. For example, weapons slaved to, say, a flak gun will turn but never fire. Others turn, but only fire randomly. I have yet to sniff out all the culprits.
lightstriker
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Post by lightstriker »

Very small thing, however if you save a .sb4 with no section selected (after ctrl+clicking, for example) then the resulting .shp causes infinite errors in game.
Not really a major problem, as you can just resave the .sb4 with a section selected, but... yeah...
pwhk
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Post by pwhk »

Weapons parented to a section which is parented to a rotating section rotates/moves with the parented section perfectly but its firing arc does not rotate accordingly.

This ship demonstrates this: http://www.wyrdysm.com/battleshipsforev ... Voyhan.zip

Image
Kaelis
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Post by Kaelis »

@ Squishy:
PD weapons are not meant to be used with triggers, links or drivers.
lightstriker
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Location: "not here" would probably be accurate

Post by lightstriker »

This .sb4 generates infinite errors when I try and run it in game.

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

.sb4
_Ti__
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Post by _Ti__ »

AnnihilatorX wrote:Rotation of doodads with parent section is not consistent in game and in preview mode of SM. Final doodad position is off in the game.
Example sb4:

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

Notice the red blinkers after the wings have extended in game and in SM. SM preview shows no problem. In game the red blinkers will be off position.
Im getting a similar problem, with moving sections, but it works fine in the preview mode, only ingame the doodads get totally off.
Should I post the sb4?
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2315][b]ENEBRA COLONIAL NAVY[/b][/url]
[img]http://img.photobucket.com/albums/v60/_Ti__/ECNsig.jpg[/img]
Kaelis
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Post by Kaelis »

It won't hurt.
MoonHead
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Post by MoonHead »

___________________________________________
ERROR in
action number 1
of Draw Event
for object SFX_DeadSection:

Error in code at line 5:
draw_sprite_ext(l_speckle,global.l_speckle,x,y,image_xscale,image_yscale,image_angle,global.World_SColour,image_alpha-l_glow)

at position 22: Unknown variable l_speckle

___________________________________________

I get this error whenever a ship is destroyed which has the Aegis effect on select parts. First came across this bug in sandbox mode when I used destroy mode on one of my ships.
pwhk
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Post by pwhk »

This ship: http://www.wyrdysm.com/battleshipsforev ... y-Adol.zip

When its section 'fly off' from its body, the mining beams fire at the flying section but doing no damage. The beams just pass over it.

Image
pwhk
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Post by pwhk »

I am quite sure that there are memory leaks. When I first fire the Sandbox with no ships it runs at 30fps. After a few battle and then quit sandbox and then re-enter it, the Sandbox runs at 25fps with no ship on the field
The Panzerschreck
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Post by The Panzerschreck »

Found another bug.. Not to important or annoying though...

If you set your ships to jumping in sandbox (so not instaclick spawn), the weapons and modules that were underneath sections come all the way to the top again.


~edit Not only weapons have this problem, the entire layer order becomes messed up.
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?p=81186#81186][img]http://img165.imageshack.us/img165/9421/pzschmq6.png[/img][/url]
VNilla
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Post by VNilla »

Ok. I came back to BSF after my friend derekiv told me about the major overhaul and new version. I downloaded it, and the actual .exe for the GAME works fine, but the ShipMaker didn't download. It still opens my old SM ver. 2.3 (I think). What is odd is that all of the folders and files for the new version of SM are there: I have a custom sprites directory and even an updated smsprites.ini file listing the new parts, but the SM is still an old version and it doesn't contain any of the new features! :shock:

Does anyone know what the problem is or what it might be? I'm kinda panicking here...
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