v0.90c Bug Reports - READ FIRST POST
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v0.90c Bug Reports - READ FIRST POST
This thread is for reporting bugs with the newest ( 0.90c/0.90d ) 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.
There are some minor bugs in SM, so make sure you grab the hotfix!
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.
There are some minor bugs in SM, so make sure you grab the hotfix!
Last edited by Arcalane on Mon Apr 27, 2009 8:22 am, edited 1 time in total.
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- Deltaflyer
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Re: v0.90c Bug Reports - READ FIRST POST
For me, it happens when you drag a custom sprite from a folder into the SM, you then have to do something to the section (switch it to additive or something) and the problem goes away.Arcalane wrote: Known bugs:
- Keyboard arrows in shipmaker sometimes stop responding ( need to know how to reproduce )
Not enough Delta in your life? Have a look at https://twitter.com/Deltabacon1 - I do a fair amount of casting and esports analysis which may appeal to some of you who are that way inclined!
Fade in and fade out frame durations have a limit of 30 frames when you're using Fake Aegis effect.
The f11 preview in SM shows it fine, but ingame it will instantly switch to the other direction (fade in -> fade out or visa versa) after the 30 frame mark.
Duplication:
Take two sections, A and B.
A) Set on Fake aegis, turn on Alpha Fade, set Fade in and Fade out below 30 frames. This will animate fine ingame.
B) Set on Fake aegis, turn on Alpha Fade, set Fade in and Fade out ABOVE 30 frames. This will skip ingame.
The f11 preview in SM shows it fine, but ingame it will instantly switch to the other direction (fade in -> fade out or visa versa) after the 30 frame mark.
Duplication:
Take two sections, A and B.
A) Set on Fake aegis, turn on Alpha Fade, set Fade in and Fade out below 30 frames. This will animate fine ingame.
B) Set on Fake aegis, turn on Alpha Fade, set Fade in and Fade out ABOVE 30 frames. This will skip ingame.
Maybe this is just me, but with section over/under, it often ends up upside down when it shouldn't be, and, when mirrored, it reverses so both the top side and the bottom side are right side up (sorry if this doesn't exactly make sense, if need be I'll put pictures).
EDIT: Another bug, emp torpedoes don't seem to collide when used by enemies. They just skip through the ally or player ship, and this error comes up:
Also, shouldn't this be version 0.9d bug reports or does the update not change enough stuff?
EDIT: Another bug, emp torpedoes don't seem to collide when used by enemies. They just skip through the ally or player ship, and this error comes up:
Code: Select all
ERROR in
action number 1
of Collision Event with object ShipSection
for object EBulletEMPTorpedo:
Error in code at line 18:
alarm[0] = l_effect
at position 22: Unknown variable l_effect
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Hello, I am 13 in seventh grade. A sixth grade student told me about this game. I've always been looking for a game like this, but never been able to find one! So, I finally found it!
But, I have a Mac and I use CrossOver, and it didn't work...
I was SO disappointed! I know it's not your fault, it's CrossOver's. It showed like half of the screen, with the bottom half being a jumble mixed up image of my screen (it's weird) and the top half being just fine! The mouse wasn't in the right place, like 500 or so pixels above where it should be, etc. I could tell this was because the rendered area was being offset by 512 pixels. This has happened before on other applications with CrossOver. Ugh...


Actually, im quite sure its Game Maker, the game development environment BSF is made with. Im afraid Game Maker simply does not work on Mac, and theres nothing we can do about it.Awesomeness wrote:But, I have a Mac and I use CrossOver, and it didn't work...I was SO disappointed! I know it's not your fault, it's CrossOver's.
when im in the ship maker i load up my ship and i get these errors
ERROR in
action number 1
of Key Press Event for O-key Key
for object obj_sidebar:
In script loadShip:
In script oReadParams:
In script nSecD:
In script updateMovtarget:
Error in code at line 98:
ms_mcounter = ceil(ms_startdist/ms_aspeed)
at position 40: Division by 0.
___________________________________________
ERROR in
action number 1
of Mouse Event for Glob Left Pressed
for object obj_sidebar:
In script updateMovtarget:
Error in code at line 98:
ms_mcounter = ceil(ms_startdist/ms_aspeed)
at position 40: Division by 0.
please help i just spent 15 hours making this ship =( odd part is it was working fine up until i put wepons on it then it stopped loading 0.o
ERROR in
action number 1
of Key Press Event for O-key Key
for object obj_sidebar:
In script loadShip:
In script oReadParams:
In script nSecD:
In script updateMovtarget:
Error in code at line 98:
ms_mcounter = ceil(ms_startdist/ms_aspeed)
at position 40: Division by 0.
___________________________________________
ERROR in
action number 1
of Mouse Event for Glob Left Pressed
for object obj_sidebar:
In script updateMovtarget:
Error in code at line 98:
ms_mcounter = ceil(ms_startdist/ms_aspeed)
at position 40: Division by 0.
please help i just spent 15 hours making this ship =( odd part is it was working fine up until i put wepons on it then it stopped loading 0.o
Mirroring is still far from perfect, I recommend avoiding it for anything that doesn't involve sections.Bad Boy wrote:Maybe this is just me, but with section over/under, it often ends up upside down when it shouldn't be, and, when mirrored, it reverses so both the top side and the bottom side are right side up (sorry if this doesn't exactly make sense, if need be I'll put pictures).

Can't replicate this one myself, although I do get another unrelated error, oddly.Bad Boy wrote:EDIT: Another bug, emp torpedoes don't seem to collide when used by enemies. They just skip through the ally or player ship, and this error comes up:Code: Select all
ERROR in action number 1 of Collision Event with object ShipSection for object EBulletEMPTorpedo: Error in code at line 18: alarm[0] = l_effect at position 22: Unknown variable l_effect
It doesn't change enough, of course.Bad Boy wrote:Also, shouldn't this be version 0.9d bug reports or does the update not change enough stuff?
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゙(゚、 。 7
l、゙ ~ヽ
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It helps if you've actually followed the instructions properly in Kae's thread so that I can load the ship without having to shuffle a ton of sections around.Bad Boy wrote:Heres the ship, maybe it'll help: http://www.wyrdysm.com/battleshipsforev ... y_Ship.rar
/l、
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ