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Re: BubbleShield Beta Release

Posted: Fri Jul 19, 2013 11:22 pm
by Venno borgan
Download doesn't work.

Re: BubbleShield Beta Release

Posted: Sat Jul 20, 2013 1:26 am
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.).

Re: BubbleShield Beta Release

Posted: Sat Jul 20, 2013 7:22 am
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This may sound retarded, but the link that had the Fighterbay release has been replaced by this one.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.

Re: BubbleShield Beta Release

Posted: Sat Jul 20, 2013 1:42 pm
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

Re: BubbleShield Beta Release

Posted: Tue Jul 30, 2013 1:07 am
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

Re: BubbleShield Beta Release

Posted: Tue Jul 30, 2013 9:43 am
by robots rock
WOOOOO Shields!

I shall be prepared for the next metagame, where I will hope that shields are going to be allowed.

Re: BubbleShield Beta Release

Posted: Tue Jul 30, 2013 9:05 pm
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. =/

can't balance ships for DGW D:

Re: BubbleShield Beta Release

Posted: Fri Aug 02, 2013 6:54 pm
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

Re: BubbleShield Beta Release

Posted: Fri Aug 16, 2013 3:14 am
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.

Re: BubbleShield Beta Release

Posted: Sat Aug 17, 2013 12:30 am
by Ristyo
So what is the requirements for the custom shield sprite and stencil

Re: BubbleShield Beta Release

Posted: Sat Aug 17, 2013 8:23 am
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.

Re: BubbleShield Beta Release

Posted: Sat Aug 17, 2013 1:08 pm
by Ristyo
No I mean the sprite for the shield and the stencil, not the shield itself

Re: BubbleShield Beta Release

Posted: Sat Aug 17, 2013 5:18 pm
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

Re: BubbleShield Beta Release

Posted: Sun Sep 29, 2013 8:50 am
by ted234521
So any news on the bugs?

Re: BubbleShield Beta Release

Posted: Wed Oct 02, 2013 5:38 pm
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.