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Author Topic: PB4a Bugs  (Read 7386 times)
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Killer AK
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« Reply #30 on: October 05, 2008, 01:05:05 AM »

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 »

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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« Reply #32 on: October 05, 2008, 10:42:24 AM »

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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« Reply #33 on: October 05, 2008, 03:19:36 PM »

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"? Wink 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 »

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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« Reply #35 on: October 06, 2008, 10:19:33 AM »

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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« Reply #36 on: October 06, 2008, 10:50:08 AM »

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 »

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 Smiley

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 cheesy
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« Reply #38 on: October 07, 2008, 06:30:12 PM »

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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« Reply #39 on: October 10, 2008, 02:12:08 PM »

---- 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?
« Last Edit: October 10, 2008, 02:15:25 PM by BNG Da BZ Fool » Logged
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« Reply #40 on: October 10, 2008, 03:16:49 PM »

Quote
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 »

FS IA big tree?

Fleshstorm? make sure u have commando's patch to make it work with pb4
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TheJamsh
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« Reply #42 on: October 11, 2008, 01:05:05 PM »

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 »

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 »

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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