Bugs on 0.6.0. alpha 14

You have tested TA3D, share your experience /
Vous avez testé TA3D, venez partager votre expérience
Post Reply
User avatar
Balthazar
Moderator
Posts: 2055
Joined: Wed Nov 01, 2006 4:31 pm
Location: Russian Federation
Contact:

Bugs on 0.6.0. alpha 14

Post by Balthazar » Sat Aug 01, 2009 1:58 pm

TA:CC set of resources.

Bugs.

Units animation bugs

- ARM Construction seaplane flying with only one wing :P - checked alpha 14
- ARM Missile Frigate (ARMMSHIP) shoots longrange missiles without opening the missile silo - checked alpha 14
- Same missile silo bug seems to take place with ARM Hover Missile launcher (ARMMH) - checked alpha 14

Engine bugs

- pressing F12 key make DOUBLE screeenshots instead of one (With very small time difference - 0,5 sec or something like that) - checked alpha 14
- Linear Waves appears even if the waves option is off (on the first launch of TA3D). If switched to off - the shader waves are drawn. There should be option to disable both types of waves - linear and shader ones, since on some maps water pools are too small for them and waves looks kinda wierd.
- Laser lenght for some units is wrong. Commander have too short one, but LLT have correct one. - checked alpha 14
- White water (snow/fog?) on the maps is drawn like red lava.
- Engine doesn`t differ units attack behaviour based on targeting facility. Without this building detected units under fog of war shouldn`t be targeted and fired automatically.

Scripts-related bugs

- GOK mod doesn`t work (GOK Commander did not appear)
(need to be tested) - Campaigns doesn`t seems to work as they should (sometimes just a black map) :P
- ARM Underwater Fusion Power Plant doesn`t detected as "during building process" and can`t be ordered to help by other construction units. But they can help indirectly - by gurding the one that build it or by guarding the building itself.

Other bugs

- List of ta3d defaults mods should be empty, since all the new mods, downloaded through Net Server are added to list of available mods.

Suggestions:

- invisibility value increase to 60-70% instead of current 50?
- do not make nanolathe particles the more invisible the closer they are to their destination. I suggest just to remove them once they are taking place instantly, without slow dissapearing. (Also suggest to make color of nanolathe similar to player color).
- Make movement maps for subs and ships independend, so the subs could swim under ships.


More will be later :P

User avatar
Balthazar
Moderator
Posts: 2055
Joined: Wed Nov 01, 2006 4:31 pm
Location: Russian Federation
Contact:

Re: Bugs on 0.6.0. alpha 14

Post by Balthazar » Sat Aug 01, 2009 2:29 pm

*First post updated*

Hurray!

End mission bug is gone!
Unit animation bugs are still there.
Zooming bug is fixed.

ALSO: Doesnt see the splash screen - or is it just white?

User avatar
zuzuf
Administrateur - Site Admin
Posts: 3281
Joined: Mon Oct 30, 2006 8:49 pm
Location: Toulouse, France
Contact:

Re: Bugs on 0.6.0. alpha 14

Post by zuzuf » Sat Aug 01, 2009 4:34 pm

maybe it loads too fast and you just don't have time to see it ? I didn't test on windows (well only in a virtualbox and I got the splash screen), maybe loading fonts takes more time than loading the rest (on my system loading fonts is fast but the rest takes a few secs).
=>;-D Penguin Powered

bigman2008
Posts: 18
Joined: Tue Jul 08, 2008 2:50 pm

Re: Bugs on 0.6.0. alpha 14

Post by bigman2008 » Sun Aug 02, 2009 2:05 am

I can't open mods i click on mod in game options and ta3d crashes when i click ok

User avatar
Balthazar
Moderator
Posts: 2055
Joined: Wed Nov 01, 2006 4:31 pm
Location: Russian Federation
Contact:

Re: Bugs on 0.6.0. alpha 14

Post by Balthazar » Sun Aug 02, 2009 6:46 am

bigman2008 wrote:I can't open mods i click on mod in game options and ta3d crashes when i click ok
I don`t have this crash. I can select mod from the Options mod list. BUT i don`t have files for this mods. Maybe your crash because of it?

Zuzuf - we`d better not to ship with TA3D MOD files for mods or make a check if there are REALLY mod files, not only *.mod.

User avatar
zuzuf
Administrateur - Site Admin
Posts: 3281
Joined: Mon Oct 30, 2006 8:49 pm
Location: Toulouse, France
Contact:

Re: Bugs on 0.6.0. alpha 14

Post by zuzuf » Sun Aug 02, 2009 11:19 am

Yeah, we need a dedicated module for mods management ... the old system is useless now with the repository system.
=>;-D Penguin Powered

User avatar
Balthazar
Moderator
Posts: 2055
Joined: Wed Nov 01, 2006 4:31 pm
Location: Russian Federation
Contact:

Re: Bugs on 0.6.0. alpha 14

Post by Balthazar » Mon Aug 03, 2009 5:16 pm

I`ve checked major part of the bugs listed above and most of them are still present.

P.S. Load/Unload script for naval transport is working :P It`s cool!

User avatar
Balthazar
Moderator
Posts: 2055
Joined: Wed Nov 01, 2006 4:31 pm
Location: Russian Federation
Contact:

Re: Bugs on 0.6.0. alpha 14

Post by Balthazar » Sat Aug 08, 2009 9:05 am


User avatar
yoshi314
Posts: 54
Joined: Sat Feb 23, 2008 3:30 pm
Location: PL
Contact:

Re: Bugs on 0.6.0. alpha 14

Post by yoshi314 » Mon Aug 31, 2009 7:10 pm

current svn, rev 2030

when audio is playing on linux (by other process) and you exit the "options" menu to the main menu

(actually i have dmix set up, so it should not block the card).

Code: Select all

ALSA lib pcm_dmix.c:1008:(snd_pcm_dmix_open) unable to open slave
ALSA lib pcm_dmix.c:1008:(snd_pcm_dmix_open) unable to open slave
FMOD WARNING
received signal Floating point exception
Obtained 13 stack frames.
./ta3d(_Z17backtrace_handleri+0x29) [0x80b1509]
[0xb7ee7400]
/usr/lib/libSDL_mixer-1.2.so.0(Mix_Volume+0x9b) [0xb7dfa48b]
./ta3d(_ZN4TA3D11config_menuEv+0x5ec1) [0x820b381]
./ta3d(_ZN4TA3D5Menus8MainMenu15goToMenuOptionsEv+0x27) [0x81f7287]
./ta3d(_ZN4TA3D5Menus8MainMenu22maySwitchToAnotherMenuEv+0xbb) [0x81f765b]
./ta3d(_ZN4TA3D5Menus8Abstract6doLoopEv+0x3b) [0x81e829b]
./ta3d(_ZN4TA3D5Menus8MainMenu9doExecuteEv+0x18) [0x81f56b8]
./ta3d(_ZN4TA3D5Menus8Abstract7executeEv+0x9d) [0x81e84ad]
./ta3d(_ZN4TA3D5Menus8MainMenu7ExecuteEv+0x4d) [0x81f597d]
./ta3d(main+0x72b) [0x82544db]
/lib/libc.so.6(__libc_start_main+0xe6) [0xb7ab0a66]
./ta3d [0x808e001]
An error has occured.
Debugging information have been logged to:
/home/yoshi/.ta3d/log/backtrace.txt
Please report to our forums (http://www.ta3d.org/)
and keep this file, it'll help us debugging.
backtrace file contains the same messages as this

i can reproduce it by having MPD play in the background prior to starting the game.

when nothing is using soundcard - no crash.

User avatar
zuzuf
Administrateur - Site Admin
Posts: 3281
Joined: Mon Oct 30, 2006 8:49 pm
Location: Toulouse, France
Contact:

Re: Bugs on 0.6.0. alpha 14

Post by zuzuf » Mon Aug 31, 2009 9:40 pm

hm, maybe we should start looking at OpenAL stuffs ...
=>;-D Penguin Powered

User avatar
yoshi314
Posts: 54
Joined: Sat Feb 23, 2008 3:30 pm
Location: PL
Contact:

Re: Bugs on 0.6.0. alpha 14

Post by yoshi314 » Tue Sep 01, 2009 4:06 pm

i think some extra error handling around SDL audio should be enough (if possible)

Post Reply

Who is online

Users browsing this forum: No registered users and 7 guests