General FreeSpace > Blue Planet Multi
Known Issues thread
bigchunk1:
Glitches? In game crashes? Errors with recent builds? All of the above go here. This thread is meant to keep a clear list of all the technical hurdles that face Blue Planet Multi.
When posting, try to include:
The name of the mission the error occours in
What happened in the game
What are the assets/possible sexps involved
Hopefully, if everyone is familiar with these issues, we can get around to solving them or at least finding a reasonable workaround.
A list of all known issues will be maintined here:
Standalone servers don't allow use of the Keypress feature. (bp2-mc03)
Clients see a shifted lunar.pof while the host sees the lunar.pof in the correct position. (bp2-md06)
When-argument does not work as intended in some situations, requires further testing ( mission independent )
Player ships who are controlled by AI do not have their position tracked after death, and do not trigger sexps using the 'distance' operator ( mission independent )
A player's ballistic weapons (Gattlers Redeemers UX accelerators) generally begin with wildly negative counts, and are unable to be fired. Normal ammunition count is restored when a player respawns. (mission independent) - FRED Workaround Found
Player controlled capital ships have their turrets lock up at unknown times, turret-free-all yields mixed results (Capship PvP missions)
General Battuta:
--- Quote from: bigchunk1 on May 31, 2011, 01:34:30 pm ---When-argument does not work as intended in some situations, requires further testing ( mission independent )
--- End quote ---
Could you post an example of this? A SEXP that doesn't work as intended?
bigchunk1:
Just as an example let me extrapolate on an error Shade and Zalem and I found the other day...
This is for the Uhlan Dogfight on the Moon
When a host launches and plays bp2-md06 he/she sees this:
Looks pretty normal right? It should
When a client (non-host) launches and plays bp2-md06 he/she sees this:
Not normal right?
It seems as if the moon surface .pof is being moved upward a certain amount for all non-host players. I have no idea how this could be the case.
--- Quote from: General Battuta on May 31, 2011, 02:44:08 pm ---
--- Quote from: bigchunk1 on May 31, 2011, 01:34:30 pm ---When-argument does not work as intended in some situations, requires further testing ( mission independent )
--- End quote ---
Could you post an example of this? A SEXP that doesn't work as intended?
--- End quote ---
Well, when we first implemented modular spawning we had a sexp that went something like:
When-Argument
any-of
Alpha 1
Alpha 2
Alpha 3
Alpha 4
-- <
Distance <argument> 'Spawn Point'
500
Set-object-position (blah blah)...
This didn't work in multiplayer since the event never triggered. Strangely enough, it seems to work using Every-time-argument, better still to make 4 separate events. I'm not sure why and more testing is needed before I can be sure enough what the problem is, but it's here in the thread so we can keep an eye on it.
bigchunk1:
Karuna turrets only fire sometimes in 'The Blade Itself' conversion. The cause is unknown. Sometimes the frigate will begin firing turrets when hit by breamfire or in combat.
Plunder crashes on recent builds, probably when the player respawns.
karajorma:
--- Quote from: bigchunk1 on May 31, 2011, 01:34:30 pm ---Standalone servers don't allow use of the Keypress feature. (bp2-mc03)
--- End quote ---
It's not just stand-alone where you will see that. Clients can't register that SEXP because clients never ever actually run SEXPs. It's just more obvious on the stand-alone because the host is also a client.
--- Quote ---When-argument does not work as intended in some situations, requires further testing ( mission independent )
--- End quote ---
http://www.hard-light.net/forums/index.php?topic=74909.0 - That explains why it works with every-time but not with when. It's one of the examples of a time when you should be using every-time. If you need more help than that explanation, just ask, as it is kinda technical. :)
--- Quote ---Player ships who are controlled by AI do not have their position tracked after death, and do not trigger sexps using the 'distance' operator ( mission independent )
--- End quote ---
I'd bet money this is the same issue as above. :)
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