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Posted: Tue May 18, 2010 3:16 am
by Obsolete
Hmm, something weird I noticed even in the 0.6 version. It could be my lack of understanding, but I am getting strange results with GetAngleFrom(unit, me).

If an enemy unit is along a PERFECT diagonal, and I turn to face him, I show angles for both body and turret to be 0. That's fine, but if I turn my facing 45%, this is not reflected, instead I get weird numbers like 26, etc. I'm not sure what's going on there. I suppose it's taking half of 45 and rounding wrong due to stupid integers.... But then I get other results that seem to be even more weird.

Posted: Tue May 18, 2010 3:23 am
by Obsolete
The Me262 is still bugged in the online Winter_Village scenario. This time allies show only 2 planes, but one is still the ME262. Also, there is a debug window that always comes up and mentions something about an extra P47 texture (or something along those lines).


** Edit ** No, it wasn't about a texture...

Posted: Tue May 18, 2010 3:26 am
by Obsolete
I thought I'd mention something... I was going to suggest you allow the password to be stored in some sort of cache for connecting to online. Turns out there is one after all, but I don't think it was working because you had such harsh permission restrictions on the Vista boxes with the BBC directory. I had to adjust these just to be able to mod the scripts again.

Ingame feedback from: Obsolete

Posted: Tue May 18, 2010 3:29 am
by Obsolete
The debug log window mentions at the start of Winter Village: **WARNING: TRYING TO LOAD > 1 INSTANCE BONUS P47.BSF

Ingame feedback from: Obsolete

Posted: Tue May 18, 2010 4:25 am
by Obsolete
On the force selection menu, I am not sure why some units are outlined in a Ponyheadron, and have a darkened background?

Ingame feedback from: Obsolete

Posted: Tue May 18, 2010 5:16 am
by Obsolete
Surrendering units dont' seem to give experience. I guess that didn't make it into the last Beta?

Posted: Tue May 18, 2010 6:04 am
by Obsolete
iainmcneil wrote:Can you give a specific example? Mayeb a screenshot?
Here's another Line of Sight problem despite I'm clearly legal to fire.

I suspect Aimed-Fire could be the culprit, I'll have to keep an eye on it.

Image

Posted: Tue May 18, 2010 8:25 am
by IainMcNeil
When you have a unit selected press 1. This shows the tiles you can shoot at. It woudl be interesting to see what it thinks it can see in this situation.

Ingame feedback from: Obsolete

Posted: Tue May 18, 2010 10:06 am
by Obsolete
On the Killing Spree scenario, despite the turn counter has gone to zero, I can still keep playing forever it seems. Also the M8 Howitzers are still broken, they refuse to show any bombardment icon.

Posted: Tue May 18, 2010 10:09 am
by Obsolete
Ahh, well now if I had known this little feature all along I would have learned things a lot faster :P

I ran into another LoS problem. Using the #1 key didn't show anything wrong, however I did see numerous instances where a solid black (missing texture) would be overlayed on terrain in spots.

So far, I've only noticed this LoS problem show up when the unit has the Aimed Fire benefit. I still suspect that may be part of the problem, probably a display glitch or something. Even my own stats get duplicated and then return some null when the Aimed Fire selection is brought up.

Posted: Tue May 18, 2010 10:34 am
by IainMcNeil
The missing texture is tiles you can see but not fire at because they are out of range.

Re: Ingame feedback from: Obsolete

Posted: Tue May 18, 2010 5:10 pm
by pipfromslitherine
Obsolete wrote:Often the End-Turn button is missing the american start ensignia, so instead shows up solid red with just the gold arrow on it.

American Start = American Star
Does this happen on specific mission(s)? Some might be set up for different sides.

Cheers

Pip

Posted: Tue May 18, 2010 5:12 pm
by pipfromslitherine
Thanks for all the feedback! I'll add them all to my buglist. Not sure about the GetAngleFrom issue - although sometimes things can change which have knock-ons which aren't immediately apparent if they only change some internal numbers :)

Cheers

Pip

Posted: Tue May 18, 2010 8:30 pm
by pipfromslitherine
Obsolete wrote:I thought I'd mention something... I was going to suggest you allow the password to be stored in some sort of cache for connecting to online. Turns out there is one after all, but I don't think it was working because you had such harsh permission restrictions on the Vista boxes with the BBC directory. I had to adjust these just to be able to mod the scripts again.
I'm a little hazy here. What exactly were you seeing happening? The BBCBA directory in your Documents dir wasn't writeable?

Cheers

Pip

Posted: Tue May 18, 2010 8:48 pm
by Obsolete
No, the folders in the program-files directories have very tight restrictions.

Posted: Tue May 18, 2010 9:42 pm
by pipfromslitherine
This is how Vista and 7 works. But (e.g.) the multiplayer login info is stored in the user directory in the OPTIONS.TXT file, so that shouldn't be an issue.

Cheers

Pip

Posted: Wed May 19, 2010 12:08 pm
by Obsolete
Hmm, it could have been a coincidence then.

One issue that still bothers me (and I saw this mentioned a while ago) is that when you try to unload a unit and find out the game seems buggy and wont let you unload, the real reason is there is a hidden enemy unit there on that tile. After the player figures this BUG out, he suddenly realizes he has a potential cheat available to him.

Shouldn't this be handled by forcing the player into an assault penalty instead of exploiting it?

Posted: Wed May 19, 2010 1:44 pm
by IainMcNeil
It is on the bug list - my plan is to make you unload in an adjacent tile and discover the enemy and make them ambush you.

Posted: Wed May 19, 2010 2:34 pm
by Obsolete
Don't forget to plan ahead and prepare for the "No adjacent tile-space available" bug :P

Posted: Wed May 19, 2010 3:16 pm
by pipfromslitherine
It already has to manage that if you destroy a carrier anyway - so the carrier gets ambushed, if killed it will try and dump out the loaded infantry.

Cheers

Pip