Bugs on 0.6.0. alpha 14
- Balthazar
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Bugs on 0.6.0. alpha 14
TA:CC set of resources.
Bugs.
Units animation bugs
- ARM Construction seaplane flying with only one wing - 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)
- 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
Bugs.
Units animation bugs
- ARM Construction seaplane flying with only one wing - 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)
- 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
- Balthazar
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- Joined: Wed Nov 01, 2006 4:31 pm
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Re: Bugs on 0.6.0. alpha 14
*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?
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?
- zuzuf
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Re: Bugs on 0.6.0. alpha 14
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).
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Re: Bugs on 0.6.0. alpha 14
I can't open mods i click on mod in game options and ta3d crashes when i click ok
- Balthazar
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Re: Bugs on 0.6.0. alpha 14
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?bigman2008 wrote:I can't open mods i click on mod in game options and ta3d crashes when i click ok
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.
- zuzuf
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Re: Bugs on 0.6.0. alpha 14
Yeah, we need a dedicated module for mods management ... the old system is useless now with the repository system.
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- Balthazar
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Re: Bugs on 0.6.0. alpha 14
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 It`s cool!
P.S. Load/Unload script for naval transport is working It`s cool!
Re: Bugs on 0.6.0. alpha 14
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).
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.
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.
i can reproduce it by having MPD play in the background prior to starting the game.
when nothing is using soundcard - no crash.
- zuzuf
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Re: Bugs on 0.6.0. alpha 14
hm, maybe we should start looking at OpenAL stuffs ...
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Re: Bugs on 0.6.0. alpha 14
i think some extra error handling around SDL audio should be enough (if possible)
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