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List of oddities
These are those things that are amusing or annoying, and probably bugs..but aren't worth bugging MM about by themselves. So I figure we can add them into a list and sent -that-.
First few: -hitting yourself with a mine will make Terran units fire on you (I suppose because you shot a terran ship..) -the Terran Starbase- and maybe others- can shoot itself with its missiles. -no way to mod the radar display to show other than full, 300, 150, or 75 (I think) -non-commented data files (SE4 had a listing of what everything does at the top of the files..SF lacks this) -no way to make weapons that are more accurate, or that have minimum ranges Speaking of which, what the heck does the emmisive armor damage resistance do, anyway? EDIT: a few more.. Why does the manual list the out-system speed slowing as conserving fuel..when you can't even mod in energy useage for anything other than a weapon? (or maybe a shield capacitator pod..) Cloaking. I have seen sensors to detect cloaked ships..I have yet to see a cloaking device. [ October 15, 2003, 00:03: Message edited by: Phoenix-D ] |
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you know, it would be funny if other terran ships shot at the starbase after it shoots itself with a missile.
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Another..
-there doesn't seem to be a way to control which components are right-click useable and destroyed on use, and which aren't. -anyone figured how the stealth cruisers in campaign 2 work yet? Just from looking at the files, I can't tell.. I'd love to be wrong on a lot of these, since the modding seems to have so much potential, but there's all these odd ommisions. http://forum.shrapnelgames.com/images/icons/icon9.gif |
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[ October 15, 2003, 20:53: Message edited by: Mehrunes ] |
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Hmm, could have sworn there was a cruiser/M in that group too. Ah well, it'll wait for the patch.
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If a Terran fighter smashes into your ship then all of the other Terran ships will start shooting at you. Even if you didn't shoot at the fighter at all and were just trying to avoid his drunk driving.. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ October 16, 2003, 21:11: Message edited by: ColdSteel ] |
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correction on one of them..
-the Terran Starbase- and maybe others- can shoot itself with its missiles. This was actually the satelites stationed around the starbase shooting it. |
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More, this time unconfirmed bugs:
-First time I used Flailers, I got a access violation crash. -Attempting to make point defense -beams- always gives me a Range Check Error crash. -auto-firing doesn't seem to work if applied to weapons that shoot ships, like anti-proton beams. They fire maybe once, but not after that. EDIT to add: -directed torps always crash the game -the "end game" event doesn't work -negative offset values in stores.txt doesn't work. [ October 22, 2003, 22:17: Message edited by: Phoenix-D ] |
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Be sure to report all errors to Aaron. I know that some of the problems you've encountered are being addressed.
Cloaking Devices are a high priority for a future patch. Aaron also wants to put together a modding manual for SF - just hasn't had time for it yet. The "Stealth" cruiser is just a description and not a real ship... yet - well, see above about cloaking. Friendly fire incidents have been an issue with the beta testers and should have a high priority for a future patch. |
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Yeah, I noticed that in the chat. Once I get the bugs confirmed I'll report them; the rest I was waiting until we have a nice list of them to send.
I especially want to nail down this weird flailer crash..so far, no luck. |
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Still haven't nailed down the flailer crash, BUT! Directed torps do work.
The specific weapon type in bitmap effects must be the same as the weapon type, or SF crashes. I kinda wish SF was more like SE4 in this regard- you CAN'T crash SE4 mid-game with a bad component. It just won't load in the first place.. |
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I'm not certain if this one was just me going insane or a genuine bug.
I want into a system, accepted a pirate mercenary mission, but died before I saved the game. When I loaded my game, the mission was gone! And I didnt have it... When a ship crashes into an asteroid or planet, some of the cargo is created 'inside' the astrab body. I want a tractor beam!! If you pick something up from a store by mistake and put it back again, you are chared some money for it (I think). May or may not be existing bugs...I'll check em when I get home. |
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But if you sell something accidentally, you can buy it back for the same price if you don't leave spacedock, so why shouldn't it work the other way? (Maybe to prevent recharging your shields by installing a fresh generator... haven't played with that much...)
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Can't be that Ed, since your shields are auto-recharged when you dock.
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I noticed a n odd one Last night. I was trying out fighter swarms, to see how well they worked (pants, as it turned out for me) and when on fighter blows up, all of my point defence cannons start firing on the about-to-explode fighter. Really, I think that fighters should not be able to crash into each other, or me. In just one batter I lost 8 of my 12 fighters because they crash into things.
I'll just have to mod it so fighters are twice as powerfull, and twice as big. Less fighters should make them crash less often. |
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'If you pick something up from a store by mistake and put it back again, you are chared some money for it (I think).'
Well...I dont think you do anymore. Anyone else had the thing where you go to a system to a 'destroy a ship' mercenary mission, leave the system cos you got your butt kicked, and when you come back to the system the target you have to kill does not exist? |
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Unfair to Lefties.
Need ability to remap keys. |
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what? more work?
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You can also add this:
speed slowing damage and true engine damage behave differently. If you are hit with a speed slowing weapon, you slowly drop down to your new speed. If your engines take damage you drop to your new speed -instantly-. I'd prefer them both to work like speed-slowing damage does, myself.. |
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Have just recently seen a REAL oddity...
An INVISIBLE PLANET!!! Yep, I entered the system as instructed and docked with a starbase. I got my next instructions and left. On the way out of the system, I hit something invisible! So I reloaded the autosave game for that system and on way to the Starbase, I saw what I hit... a planet! This planet was NOT there (at least not visible) on my first entry to system!! I had previously encountered ships that were not visible, except for a strange light effect, and I thought they must be cloaked - now I wonder if the game glitched while displaying them. Anybody else see one of these invisible planets? http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon10.gif (...and no my navigator was NOT drunk!) http://forum.shrapnelgames.com/images/icons/tongue.gif |
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Interesting effects, and it would solve the problem of engine damage being too deadly. Rather than being stuck there, you'd tend to sail by and hopefully have enough manoeuvering power to avoid any planets and asteroid belts in your path http://forum.shrapnelgames.com/images/icons/icon12.gif |
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[quote]Originally posted by Suicide Junkie:
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The top speed referenced in the ship hull is just the point at which normal engines stop having any effect (some sort of structural stress derived speed limit)
One of the key points is that the actual top speed (sum over "propulsion base" divided by "# engine slots") should have nothing to do with the engines. So, even if your engines are completely destroyed, you'll still have a top speed of say 10,000. |
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SJ, propulsion base appears to give speed..if you take it away from the engines, you just move it to some other component which now acts like an engine..and if that gets damaged, you stop.
EDIT: unless, I suppose, it can be put on the hull itself..? [ November 01, 2003, 19:07: Message edited by: Phoenix-D ] |
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Putting it on the hull would be the best choice, but I don't think it is possible yet. (I've made a request for it)
Alternatively, you could give propulsion base to EVERY component. Only once you're down to like 5 hitpoints will you notice a forced slowdown, at which point you're dead anyways. |
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Of course, unlike SE4 you can't make an ability that doesn't show up, so all the components would show that in a mouseover..
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EDIT: wrong thread. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ November 01, 2003, 21:35: Message edited by: Phoenix-D ] |
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I was on the campaigns protect pirate base mission.
Pirate Space Station fired on me after recovering illegal item. Stopped firing after ejecting item. I can understand the TCN starbase firing on me for illegal cargo. But, not the pirates. It must be a copy the program code thing. |
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A good oddity, and probably something useful for modders:
"Planet" is a valid target type. Nothing else extra seems to work, but this does. So the list for targets includes Ship, Base, Fighter, Satelite, Torpedo, and Planet. This does NOT let you shoot planets by itself, since they aren't destroyables. But it would let you do that with a little modding.. |
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...Taz reads the previous post and immediately has daydreams of destroying WHOLE WORLDS! http://forum.shrapnelgames.com/images/icons/icon6.gif
It's one of those 'little things' in life that keeps a Taz happy!! http://forum.shrapnelgames.com/images/icons/icon10.gif P.S. Now if we could only destroy a star... http://forum.shrapnelgames.com/image...s/rolleyes.gif [ November 17, 2003, 02:48: Message edited by: Taz-in-Space ] |
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You could do that to. Just give it a target type of planet. http://forum.shrapnelgames.com/images/icons/tongue.gif
It is odd though; giving something in the purchaseship enemy file an asteroid for a model works fine. Giving it a model of a planet crashes the game.. |
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Hmmm, something about how the program handles textures? Try something else graphically simple - like a sun?...
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Found the problem. Override textures don't work for ships, and there WAS no default texture for that .x file. Making one fixed the issue.
What this means, is you need a seperate .x file and texture for each killable planet. Not a big deal, since you don't want too many of them- each will have its own AI, and lots of them will slow the game down. |
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And after a little messing around, I now have a completely functional, attackable Planet Earth. http://forum.shrapnelgames.com/images/icons/icon7.gif
Blows up real good, burns nicely too (which looks strange). Still need to edit the firing points for the "weapon platforms" and give it a proper portrait. EDIT: well, not completely functional. About every other time I start up, I crash with an invalid floating point. Hmm. [ November 17, 2003, 04:02: Message edited by: Phoenix-D ] |
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The game crashes on start-up? That would seem to indicate that a variable field was getting bad input - except that SHOULD crash it EVERY time...
Does it crash only after going through on a RELOAD? That would indicate that the bad value was being generated IN THE GAME. Try this: load program from scratch, if no error then save and then blow up planet; and reload saved game. If it crashes on a RELOAD, that would indicate the bad value IS generated. If above happens: Try load from scratch and play as above. BUT then get out of game ENTIRELY. Then load on a fresh start - If no error then you just proved the above. http://forum.shrapnelgames.com/images/icons/icon7.gif If the crash error is truly random then I haven't any suggestions... http://forum.shrapnelgames.com/images/icons/icon9.gif |
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As far as I can tell, it only crashes the first time I start the game with a DIFFERENT ship type (I have two).
So, if I select the Terran Destroyer to start, crash. If I restart and select the destroyer again, all is well. If I restart and select the Gunboat, crash. And vice versa.. |
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That would seem to indicate that there are some files loaded at the start of a NEW ship that is NOT loaded when using a ship same as the Last one loaded...
And I take it that this crash did NOT happen before the planet was blown up? Weird! Sounds like a job for the Mighty Malfador Machinations Mastermind!! http://forum.shrapnelgames.com/images/icons/icon10.gif |
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The crash occurs just as the game is starting, as you click off the intro text..haven't had time to troubleshoot.
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A little more testing..and it seems that if an ENEMY ship has the target type of planet, the crash can occur. A Player ship (starting or purchased) can have a target type of planet, no problem..
EDIT: and changing campaigndata.txt (to point to purchaseshipsplayer) then changing the enemy files to match fixes that problem.. And copying some of the existing entries over fixes THAT. So there is something different between the player ship entries and the default enemy entries that prevents the crash from occuring. [ November 19, 2003, 23:40: Message edited by: Phoenix-D ] |
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Oops. Embarrassed I didn't think of that earlier.
Changing the target type also changes the components that can be placed on the unit. Set it to planet and by default NOTHING fits. So game can't place any components on the ship, and as you might have noticed SF doesn't like that. Adding Planet components, or adding default components in (which is what the player file has that the enemy file doesn't), fixes the issue. |
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Great!! Whoo-hoo!!!
Then I take it that Taz will soon be able to DESTROY WHOLE PLANETS!!! http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/icon10.gif |
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You'll have to wait a while. It might be in my campaign, but I still need to finish the map before I can start on that.
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(Teletubbies with stellar manipulation? http://forum.shrapnelgames.com/images/icons/tongue.gif ) |
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[ November 20, 2003, 15:59: Message edited by: Devilsbane ] |
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(Teletubbies with stellar manipulation? http://forum.shrapnelgames.com/images/icons/tongue.gif ) </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Actually, while it does flame by damage, the model's size prevents the usual explosions from appearing, and it can be preventing from noticbly spinning. At the end of that, it just vanishes to be replaced by the ring explosion. (and don't tempt me to mod in a "I felt a disturbace" message when you kill a planet..it can be done. Sorta.) |
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