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Killer AK
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« Reply #30 on: October 05, 2008, 01:05:05 AM » |
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NEW BUG Port forwarding was set right but i think because i do some testing in LAN games anyways switching back to gamespy server to host a game for people over the internet they are now getting the connection refused there is no reason why they are getting that the portforwarding on my bz2 game is set right no one can connect over the internet
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TheJamsh
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« Reply #31 on: October 05, 2008, 05:26:37 AM » |
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they did? meh i dont remember i havent played 1.2 since i dl'd PB3 when i first came on the forum (about a year and a half ago)
i noticed a bug the other day in a test map (which i really should have saved). two assault tanks got 'locked' together physically. it seems they manage to merge meshes with each other and wouldnt let go (thats how it looked). i had to literally blow them apart to free them again.
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Commando
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« Reply #32 on: October 05, 2008, 10:42:24 AM » |
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TheJamsh, that is a common bug unfortunately. When two treaded units touch one another, they get sucked into one another. Service trucks demonstrate this very well.
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Feared_1
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« Reply #33 on: October 05, 2008, 03:19:36 PM » |
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TheJamsh, that is a common bug unfortunately. When two treaded units touch one another, they get sucked into one another. Service trucks demonstrate this very well.
If you get enough to merge, would that make a "Super Service Truck"?  Kind of reminds me of little cells that multiply to form a creature, only backwards... sort of. Oh, and just to keep to the topic: When did this start (the beginning, 1.2, 1.3PB4a)? I've NEVER seen this happen with two units. I see it with buildings all the time, but not with several units.
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Steeveeo
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« Reply #34 on: October 06, 2008, 02:54:05 AM » |
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Another bug:
Negative shotRadius effects are very buggy now, I just made a MagnetShell type weapon, that, for some reason, likes to disappear after being shot, with no influence.
Sometimes the explosion is spawned elsewhere, and sometimes not at all. When there are a lot of units nearby, sometimes it refuses to leave the barrel at all.
How its supposed to work:
- Shot fired. - Shot grabs an enemy unit and pulls it along with its trajectory. - Shot have a negative shotRadius so as not to collide with the actual vehicle - Shot then explodes, either after 5 seconds, or when hitting the terrain or a building, launching the target away.
If someone would like to look at my weapon to figure out whats going on, send a PM.
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 (Click it for more art, y'know you wanna!) Gone to college, but I now have internet.
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Nielk1
Sky Eye

Gender: 
Posts: 4739
Check out my website!
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« Reply #35 on: October 06, 2008, 10:19:33 AM » |
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Steeveeo, when testing I had it always collide with units. I had to shoot it next to them. Once they were grabbed it was fine.
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Axeminister
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« Reply #36 on: October 06, 2008, 10:50:08 AM » |
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If units merge then tell one to go one way and the other to go opposite way. That's one is easy, it's the rocket tank or service truck stuck in an extractor that's hard to get unstuck, I find if you leave them alone the rocket tank still fires and service truck still services so I don't try to move them. They eventually get unstuck on their own. There was some attempts to fix this during testing. I think it's called clipping and a lot of rts type games have this.
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TheJamsh
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« Reply #37 on: October 07, 2008, 06:25:17 PM » |
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do you think changing to boxcollide would fix the issue? or at least hamper it? service trucks have always had collision problems... why havent there calculations or whatever creates it i would like to see scavs re-scan the map for scrap when they pick up a piece. its all very silly when you think about it  of course, id like the graphics code re-written for DX8/9. but that would be my (insert coarse descriptive word for a bugger) side coming through... oh and GSH will say no 
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Steeveeo
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« Reply #38 on: October 07, 2008, 06:30:12 PM » |
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Steeveeo, when testing I had it always collide with units. I had to shoot it next to them. Once they were grabbed it was fine.
There are more problems with it than that, I could be firing off into space and still have it disappear or not even fire at all if there's enough units around.
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 (Click it for more art, y'know you wanna!) Gone to college, but I now have internet.
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« Reply #39 on: October 10, 2008, 02:12:08 PM » |
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---- Battlezone II Log File ---- //===================================================== App version: Patch 1.3pb4 Jun 9 2008 22:18:35 Exception code: 40000015 {Fatal Application Exit} %hs
Message : Unhandled Exception Error occurred at 10/10/2008 12:08:04. F:\Battlezone II\bzone.exe, run by Leroy P Pena. 2 processor(s), type 586. Process Memory : 1833 MB free out of 2048 MB total Physical memory: 42 MB free out of 224 MB total Page(swap) file: 259 MB free out of 711 MB total Fault address: 0055AEAC 01:00159EAC F:\Battlezone II\bzone.exe
Registers: EAX:00000000 EBX:00000001 ECX:00000000 EDX:7C90E4F4 ESI:7FDF7460 EDI:7FDF7460 CS:EIP:7E43001B:0055AEAC SS:ESP:0023:022BF974 EBP:022BF980 DS:7FDF0023 ES:7FDF0023 FS:003B GS:550000 Flags:00200202
Call stack: Address Return Function SourceFile 0055AEAC 00000000 005A33BB Debug::Error::Err+0x0000010C 005A33BB 00000000 0059E3DA IFace::GetColorGroup+0x0000003B 0059E3DA 00000000 00591C2F IControl::Setup+0x000002FA 00591C2F 00000000 0059B25A ICGauge::Setup+0x0000002F 0059B25A 00000000 0059E616 IControl::Configure+0x0000001A 0059E616 00000000 0059B25A IControl::Setup+0x00000536 0059B25A 00000000 0059E616 IControl::Configure+0x0000001A 0059E616 00000000 0059B25A IControl::Setup+0x00000536 0059B25A 00000000 005656E9 IControl::Configure+0x0000001A 005656E9 00000000 005654E7 Main::ScopeHandler+0x00000109 005654E7 00000000 004BC7E8 Main::Exec+0x000000A7 004BC7E8 00000000 00484CCB CommandPanel::Init+0x000001A4 00484CCB 00000000 0045F2E3 GameFeature::FeatureVoid::Update+0x0000000D 0045F2E3 00000000 0056475F InitHandler::Process+0x000002BA 0056475F 00000000 00564BD4 RunCodes::Process+0x000001BF 00564BD4 00000000 00455A95 Main::MessagePump+0x00000064 00455A95 00000000 0045578C HandledMain+0x000003F4 0045578C 00000000 0045343D HandledMain+0x000000EB 0045343D 00000000 0055567D WinMain+0x00000059 0055567D 00000000 7C817067 fabs+0x00000191 7C817067 00000000 00000000 RegisterWaitForInputIdle+0x00000049
Basically, I used MM5 to launch FSIA: Big Tree hit launch and boom AVed. If there anything I can do to fix the issue? I have PB4 installed and my BZII install is on a second HD for 1.3?
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« Last Edit: October 10, 2008, 02:15:25 PM by BNG Da BZ Fool »
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GSH
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« Reply #40 on: October 10, 2008, 03:16:49 PM » |
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App version: Patch 1.3pb4 Jun 9 2008 22:18:35
Try 1.3pb4a. It's more forgiving of this error, which is that you've got a botched install of a mod. However, if there are other missing file(s), you're still going to have issues. -- GSH
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General BlackDragon
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« Reply #41 on: October 11, 2008, 12:48:45 AM » |
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FS IA big tree?
Fleshstorm? make sure u have commando's patch to make it work with pb4
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*****General BlackDragon*****
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TheJamsh
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« Reply #42 on: October 11, 2008, 01:05:05 PM » |
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there are still errors and bugs in commando's patch, i havent really mentioned it but im bug testing it here and there.
@ Commando, i posted some more bugs on bz2md.com
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« Reply #43 on: October 13, 2008, 06:01:42 PM » |
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PB4A got things working again. Tanks for the heads up on installing it.
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« Reply #44 on: October 13, 2008, 06:06:28 PM » |
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Don't know if this a bug, but one mod called Dune Command won't install unless I reinstall PB1 as the installer prompts for it and won't go any further for some strange reason. Any suggestions like whether or not Commando patch addresses this issue?
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