v0.90b Bug Reports - READ FIRST POST

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Kaelis
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v0.90b Bug Reports - READ FIRST POST

Post by Kaelis »

This thread is for reporting bugs with the newest ( 0.90b ) release.

Remember that when posting bugs, you have to include as much info as possible. Error messages, 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.

Before posting, check if you have the latest version of BSF. You can do it by pressing F1 ingame. Also make sure you have read the ShipMaker manual and documentation.

Please limit discussion in this thread to minimum. If you don't have anything meaningful to add, don't post.

If there is a bug that was present in the previous version and still persists in this one, you may repost it.

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





Known bugs:

- Keyboard arrows in shipmaker sometimes stop responding ( need to know how to reproduce )
- Trigger, link and driver targets do not mirror or clone
- Turret min/max target size has no effect
- Drag and drop sprite import in ShipMaker does not function properly on certain systems, seems to be mainly Vista-specific bug (unfortunately, theres no way we can fix it)
- Certain new weapons spawn errors.
- Division by 0 errors when entering sandbox. If you're experiencing these, putting Sbsurfsize 'Sbsurfsize = 2048' below 'Surfaces' in bfconfig.ini should fix it.
Last edited by Kaelis on Wed Feb 18, 2009 11:39 pm, edited 3 times in total.
Danny420Dale
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Post by Danny420Dale »

Launched game, clicked 'custom game', then 'sandbox'. This was the happy result.


___________________________________________
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.


When ignored, surfaced weapon effects subsequently fail to appear in the Sandbox.
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Arcalane
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Post by Arcalane »

Did you replace or update your bfconfig.ini? If not, it won't have the field it wants to determine surface size and will probably default to zero - ergo, division by zero ensues.
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Kaelis
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Post by Kaelis »

Actually, this shouldnt happen, even if BSF doesn't have access to its config ini. So yeah, thats a bug. Putting Sbsurfsize 'Sbsurfsize = 2048' below 'Surfaces' in bfconfig.ini should help, though.
SHAD0Wdump
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Post by SHAD0Wdump »

The following is delivered every time a flashbolter fires.

___________________________________________
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
RedWing
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Post by RedWing »

For the keyboard arrows bug a good way to reproduce the bug is to change a number field and without pressing enter click on another sprite.
e.g type in 30 in angle for a wing and then click another sprite.

To fix just go into any field and press enter.
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Post by Bad Boy »

A couple things that aren't really bugs but I figure should be posted, and this is probably the best place for them:

1) In the zip download, the BSF folder is called "Copy of Current Release".

2) I don't know why, but in this version, and the previous releases, you've been missing Kae_secs 27, 78, 85, and 130. I've been wondering about this, but never got around to posting it.

Also, on an unrelated not, new stock ship? I see something called 'Pendulum' in the custom ships folder, and it uses triggers, fake aegis, thruster ex's, and a plasma ball.

EDIT: Also, while I'm posting (and sorry if this is too off topic, if it is, I'll remove/move it), why is it that saving your groups arrangement tries to save it as 'custom_sprites.ini' rather then 'smsprites.ini'? This could screw people up because, unless I'm mistaken, shipmaker won't look in 'customsprites.ini', it will look in 'smsprites.ini'.
Last edited by Bad Boy on Thu Feb 12, 2009 10:49 am, edited 1 time in total.
th15
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Post by th15 »

Oops, haha, guess i messed up the zip folder :(
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FIREST0RM000
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Post by FIREST0RM000 »

when trying to change the target location of section movement, a manual entry into the "target X" box results in it being reset to -1. same thing happens for the Y box.

EDIT: it resets to 0 when movement is enabled, and -1 when it is disabled. hope that helps
Ishman
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Post by Ishman »

Tac Nuke produces error on firing


___________________________________________
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
Thunderbird Anthares
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Post by Thunderbird Anthares »

i get a horrible FPS drop in this version for some reason

after a while in the menu,when the backgroud ships start toasting each other,my FPS drops to 2-4 where i had 20+ in earlier versions

the game itself also eats way too much CPU and RAM than i`d like,considering its a 26mb game and it takes 300mb ram and over 80% of my CPU cycles

Athlon XP 2500+
N6600 512mb
1gig ram
Windows XP Proffesional SP2
AnnihilatorX
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Post by AnnihilatorX »

Code: Select all

ERROR in
action number 1
of Mouse Event for Glob Right Released
for object obj_sidebar:

Data structure with index does not exist.
Got the above error when right click -> "trigger on 1" on a mining beam with a section of which has the field "weapon acquired target" on "trigger on 1"

EDIT: doesn't produce any observable buggy behaviour if ignored. Probably arisen due to update of SM version.

--

Also, can we get rid of the Launching BSF dialogue in SM? It's the root cause for the Ctrl key sticking problem. If I click OK on that dialogue even before BSF is loaded, the Ctrl key problem is gone. Whereas if I don't click it, the Ctrl key is held indefinitely.
Last edited by AnnihilatorX on Thu Feb 12, 2009 5:33 pm, edited 1 time in total.
AnnihilatorX
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Post by AnnihilatorX »

new Online field doesn't work for mini missiles.
Setting it to disabled won't disable the firing.
aceship
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Post by aceship »

Is the Trigger that saved not correctly was a bug too?
when i use
Trigger on action 1:
Key Pressed: / (slash) (s)
Trigger on action 2:
Disabled
-----------------------------
Trigger off action 1:
Mov.reach origin (s)
Trigger off action 2:
Mov.reach target (s)
after i reload the sb4 file
it changes to
Trigger on action 1:
Key Pressed: / (slash) (s)
Trigger on action 2:
Key Pressed: / (slash) (s)
-----------------------------
Trigger off action 1:
Mov.reach origin (s)
Trigger off action 2:
Mov.reach origin (s)
So the movement is making the ship ugly
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Post by DarchZero »

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?
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