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-   -   bug report (http://forum.shrapnelgames.com/showthread.php?t=29350)

Dracula June 27th, 2006 11:18 AM

bug report
 
1 Attachment(s)
Sorry if someone else already mentionned it but I have found a bug that duplicate barge from barge carrier, when a barge carrier unload his barge, several turn after there is antother barge on the barge carrier... Here is the saved game in wich you can see there is two indentical barge with number CI50 identification.

Sorry Mobhack this time I found à bug http://forum.shrapnelgames.com/image...es/biggrin.gif

Vincent

DRG June 27th, 2006 02:46 PM

Re: bug report
 
We'll look into this.

Don

DRG June 27th, 2006 03:07 PM

Re: bug report
 
Can you give me an approx number of game turns it took for the other barge to appear in the barge carrier?


Don

Dracula June 27th, 2006 04:47 PM

Re: bug report
 
Well almost 3 turn since I noticed it, not more before the first unload of barge take place so I guess one turn for unload, on turn, for move the barge carrier away from river and then the last turn wich I noticed they are still loaded with a new barge

Vincent

DRG June 27th, 2006 06:57 PM

Re: bug report
 
OK, thanks

Don

Mobhack June 28th, 2006 08:35 AM

Re: bug report
 
And I bet you reloaded a saved game in the meantime?.

It seems the unit initialisation code on loading a saved game is restoring the barge flag on barge carriers.

Cheers
Andy

blazejos June 28th, 2006 12:28 PM

Re: bug report *DELETED*
 
Post deleted by blazejos

Mobhack June 28th, 2006 02:00 PM

Re: bug report
 
Quote:

Mobhack said:
And I bet you reloaded a saved game in the meantime?.

It seems the unit initialisation code on loading a saved game is restoring the barge flag on barge carriers.

Cheers
Andy

Initialisation code was the area - the barge flag should only have been set on unit reset, so moved into that block of the function.

Cheers
Andy

Dracula June 29th, 2006 06:05 AM

Re: bug report
 
Nice feedback Mobhack, and yeah you have right it was after loading a saved game. Well in the meantime in my mercyless hunt of bugs I noticed what appears to be two more minor bugs, nothing to cry about, but after all just to keep you busy here are the list of their crimes http://forum.shrapnelgames.com/image...es/biggrin.gif

The first occurs in the beginning of each new turn (in the same game you acctually downloaded), when I click on my artillery observer and then go in the bombardement menu, when I access on the spotter and airborn screen the game tell me I dont have any spotter or airborne plane what is incorrect. Then I click on the headquater unit (A0) and strangely then in the bombardement menu the missing units appears. Then I click again on the artillerie observer and then they appaers correctly too in the bombardement menu.

The second bug occurs during the game randomely about 25% of time playing. When a unit (foot or armor) is locked on a target, after firing the lock is cancelled and you must after each turn selected the target in order to fire at.

So here end the chasing report now I let you take care of this little creatures
http://forum.shrapnelgames.com/image...ies/tongue.gif


Vincent

Pyros June 29th, 2006 08:03 AM

Re: bug report
 
Hi,

1. While you assign your artillery missions (artillery menu); if the total number of your artillery units requires you to click the next button (and go to page No2 of artillery menu), THEN before clicking the airdrop or spotter button always return to the artillery menu page No1 (otherwise you will be directed to page No2 of spotter or airdrop menu).

2. This could be the result of the loss of LOS due to a certain reason.

cheers,
Pyros

Dracula June 29th, 2006 10:26 AM

Re: bug report
 
I know what you mean Pyros but the targeted units dont move away and no smoke or else block the line of sight...

By the way awesome work on ANZAC http://forum.shrapnelgames.com/images/smilies/smile.gif

Vincent

Mobhack June 29th, 2006 12:01 PM

Re: bug report
 
There is only the one list index variable for the screen. I will look intoi fixing that.

If you have advanced past page 1 on any other of the various lists, usually arty, then you will get this message as it will be on page 2 or whatever on say, spotters.

however unlike a true "none available" - there is the "goto first page" buttton displayed. Press that.

I will look into keeping separate offset indexes for the individual pages, and stuffing these into the main one on a page change, see if it can be done.

Cheers
Andy

Mobhack June 29th, 2006 12:16 PM

Re: bug report
 
Duh - not enoug tea today http://forum.shrapnelgames.com/images/smilies/happy.gif

The simple answer (rather than keeping indexes for each page) - reset the list start index to 0 on a page change event. So each list will start at the first item on entry when you cycle through pages.

Now fixed.

Cheers
Andy

Uncle_Joe June 29th, 2006 02:15 PM

Re: bug report
 
Quote:

I know what you mean Pyros but the targeted units dont move away and no smoke or else block the line of sight...

Sometimes LOS is lost between units for other reasons. Whether its units 'going to ground' or otherwise, I do not know but I've definately seen units lose LOS when it was clear the previous turn and no other conditions have changed. This is most common when its more of a 'key hole' shot, but I've seen it in straight-aways too. I've never considered it a bug so much as FoW.

Dracula June 30th, 2006 06:48 AM

Re: bug report
 
Yes but in this case the firing not loose the LOS but the "lock" on his target in the same turn after each fire burst... So if the firing unit lets say fire 6 times, I will have to reselect by clicking or pressing T key in order to aime at it... So it musst be an issue but a minor one since it occurs very few times. When its occurs will post the saved game http://forum.shrapnelgames.com/images/smilies/wink.gif

Vincent

narwan June 30th, 2006 02:12 PM

Re: bug report
 
It can happen if units have suffered enough suppression. They won't get a lock. I've noticed this regularly with regards to soviet BA64 armored cars. I'm not sure if this is intentional or not.

Narwan

Charles22 July 1st, 2006 02:36 AM

Re: bug report
 
Yes, but the thing is they have a lock, and nothing changes in their suppression, for the firing unit that is, between when it was locked on say the first two shots, and then suddenyl loses that capability. There was a version of SPWW2 where it didn't do that (unless I'm getting it confised with SPWAW) but I recall the last DOS version was doing that too, and probably the version before that as well. I think it's screwy little bug myself, as it occurs far too irregularly and seems to no purpose.

I'm not too certain about this last bit, but it seems to me I've seen this occur because it looks like the target falls into a ravine or something, even if the hex itself is uncratered and is in the open, such that not onlt is the lock lost, but I cannot re-target it with any unit, much less the same unit. It's just been something I haven't paid too much mind to, and I don't have a save where it occured. I certainly can't forecast in advance when it's going to happen. I usually save every single turn, so maybe next time I see something related to it I will see if I can replicate my moves from a re-load and get it to happen again. They may just have some odd feature where so much fire into a hex makes the target unattainable anymore until so much time has passed or it moves out of the hex.


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