BubbleShield Beta Release

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Venno borgan
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Re: BubbleShield Beta Release

Post by Venno borgan »

Download doesn't work.
STARSTRUCK
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Re: BubbleShield Beta Release

Post by STARSTRUCK »

Yeah, it's expired.

You might want to grab the FighterBay build instead of this one, since it's largely the same sans the bug-ridden aspect (which I am working on.).
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Zalausai
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Re: BubbleShield Beta Release

Post by Zalausai »

This may sound retarded, but the link that had the Fighterbay release has been replaced by this one. So, I cannot find it anywhere.
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James_Markam
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Re: BubbleShield Beta Release

Post by James_Markam »

Code: Select all

action number 1
of Collision Event with object PlayerShield
for object Reinforce:

Error in code at line 18:
           if other.l_owner.object_index != PlayerCivilian && other.l_owner.l_thrust > 0 then

at position 75: Unknown variable l_thrust
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So, how do I get to the core from here?
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Kirigaya Kazuto
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Re: BubbleShield Beta Release

Post by Kirigaya Kazuto »

I have an error, could anyone tell me what it means?

___________________________________________
ERROR in
action number 1
of Create Event
for object __newobject1135:

In script nTur2:
Error in code at line 24:
l_section[argument6].l_child[l_section[argument6].l_childnum] = l_weapon[wj]

at position 4: Unknown variable l_section or array index out of bounds

Thanks.

PS- Yep, another Error. XD
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robots rock
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Re: BubbleShield Beta Release

Post by robots rock »

WOOOOO Shields!

I shall be prepared for the next metagame, where I will hope that shields are going to be allowed.
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turtwig9
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Re: BubbleShield Beta Release

Post by turtwig9 »

well, im stuck on the original vanilla release, 'cause on EVERY meta version i get this:
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


wtf is l_speckle? those little dot particles around debris? 'cause it occurs like 10 times a frame when a part is left as debris is space... so i have to end the battle when a part is knocked off. =/

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Lukasmah
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Re: BubbleShield Beta Release

Post by Lukasmah »

Oh, boy, poor STARSTRUCK. There are so many bugs for him to fix.

So, here is a small list of just some of the glitches:
-Flux projector doesn't work. At all. (Yes, I do know how to use it. No, I'm not trying to get an AI to use it. Yes, I used it before on the official release and it worked. Yes, it is just the beta release it doesn't work with)
-Point rockets now act as normal weapons instead of point defense, so basically useless.
-Shields throw and error once they restart after being disabled.
-The damn speckle error with destroyed sections.
-Flare guns no longer attract point defense fire, making them lose their only purpose.

EDIT: More bugs yay.

-Ship cores still have an akward, semi-transparent square around them.
-Kamikaze AI still not fixed.
-Nanomatrix tends to glitch regarless if there is a shield module.
-Sometimes I get this error, it's an issue with shockbeamers.

Code: Select all

ERROR in
action number 1
of Draw Event
for object ctr_LowAllBeams:

Error in code at line 8:
       l_deviation += random(l_owner.l_deviation) * l_deviationdir

at position 51: Unknown variable l_deviationdir
EDIT 2:
-PD systems refuse to attack some projectiles, including blasters.
-Burst, clipsize and firerate don't work for beams.

EDIT 3:
-Glitch when unfreezing ships.

Code: Select all

of Alarm Event for alarm 9
for object ctr_Actors:

Error in code at line 7:
       l_glow2 = power((2-1*l_hp/l_maxhp),4)/100 * sign(l_glow2)

at position 55: Unknown variable l_glow2

___________________________________________
ERROR in
action number 1
of Alarm Event for alarm 9
for object ctr_Actors:

Error in code at line 7:
       l_glow2 = power((2-1*l_hp/l_maxhp),4)/100 * sign(l_glow2)

at position 55: Unknown variable l_glow2
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BlueScreenOfDeath123
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Re: BubbleShield Beta Release

Post by BlueScreenOfDeath123 »

They never mess up for me,deciding if i should replace the shield sprites i turned into sections with the generator or not.
If i see something that looks good,i will most likley attempt on making something like it.
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Ristyo
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Re: BubbleShield Beta Release

Post by Ristyo »

So what is the requirements for the custom shield sprite and stencil
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Doogie12
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Re: BubbleShield Beta Release

Post by Doogie12 »

Requirements? The shield is whatever you want it to be. But whether it looks good is an entirely different manner.
Do be warned though, this is the least stable version of BSF. It would probably be wise to also obtain the Fighterbay version, as it has all the same features (minus the bubbleshield of course) and has no known recurring errors.
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Ristyo
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Re: BubbleShield Beta Release

Post by Ristyo »

No I mean the sprite for the shield and the stencil, not the shield itself
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Ristyo
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Re: BubbleShield Beta Release

Post by Ristyo »

Also fighters won't show up from the fighter bays, does the fighter bays and the fighter share the same alpha?

EDIT : Also this error shows up when the fighter bays are brought to battle

___________________________________________
ERROR in
action number 1
of Alarm Event for alarm 9
for object ctr_Actors:

Error in code at line 7:
l_glow2 = power((2-1*l_hp/l_maxhp),4)/100 * sign(l_glow2)

at position 55: Unknown variable l_glow2
The Comerlian Family


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ted234521
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Re: BubbleShield Beta Release

Post by ted234521 »

So any news on the bugs?
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Anna
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Re: BubbleShield Beta Release

Post by Anna »

Here's the news: Do not expect a bugfix anytime in the foreseeable future. It is entirely dependent upon STARSTRUCK feeling like trying to sort out this shitty code. And right now, he doesn't.
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