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Hosted Projects - FS2 Required => Blue Planet => Topic started by: General Battuta on September 23, 2015, 11:46:12 pm

Title: Director's Cut bug/feature triage *READ MEEE*
Post by: General Battuta on September 23, 2015, 11:46:12 pm
Guys! Please play Blue Planet 1+2. Post everything you find broken and anything you think would make a neat, low-effort feature.

We're closing in on some kind of something, I hope, so get the requests in now. Spread the word: I know the community's pretty dead but let's light some fires and make this happen.
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: T-Man on September 24, 2015, 03:22:51 am
I know of a few in the latest version I run into when I play, and two funny little facts I found while playing around in FRED;

Will play through a couple of more times when I can and if I run into anything else will post it up here. :yes:
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: Aspa on September 24, 2015, 04:23:27 pm
In the first mission the Leeuwenhoek got its engines damaged to 40-50%, this lowered its speed to the point where it took an extra 3-5 minutes with no dialog just waiting for it to drag itself to the gate.
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: General Battuta on September 24, 2015, 05:37:30 pm
In the first mission the Leeuwenhoek got its engines damaged to 40-50%, this lowered its speed to the point where it took an extra 3-5 minutes with no dialog just waiting for it to drag itself to the gate.

Interesting. They've been guardianed at 95 all along but the guardian doesn't seem to be working. It doesn't look like the <all engines> selection in FRED actually works...

Fixing now.

e: lol, there's another event breaking the guardian :lol: Truly I am among the greatest fredders on Earth
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: General Battuta on September 24, 2015, 06:10:52 pm
The Kent can't fit the Scalpel on it's second bank despite (IIRC) that being the intention of the bank (is because the .tbl entry has the Kent's old 3-bank layout; the 3rd set is the intended one but it's ignored). I recall you guys were aware of it already way back so assume this one is fixed already.

Seems fixed.

Quote
I've noticed when your flying ships like the Kent and Izra'il with lots of animated flaps etc, they take hits to those flaps and they flash up on the subsystem panel, which can lead to an extremely long list. Going on the naming of the flap subsystems (td-deflector etc IIRC) I assumed them showing up wasn't intended. A little trick I used on my AI Vindicator involving an invulnerable armour entry and un-targetable subsystems would I think fix this without affecting the ship's normal damage but newer FSO features might also provide means.

Darius, do we have a fix for this in place?

Quote
On one occasion in 'Her Finest Hour' recently (while trying out new rig); If...
Spoiler:
its going bad enough (yeah it was [eternalshame]) to get the option of calling Toutatis in, the message telling you is repeated a lot (I assume to keep it on the screen)
...and from that point on the game seemed to get a bit choppy (not massively, but noticeably). Believe it was mainly the message as it was running like a dream up until that.

I'll stick this on action items.

Quote
The Lapith has for some reason a massive subspace rift effect for it's size when jumping in and out. Wasn't sure if that was intended or not?

Bouncing this to Darius.

Quote
The player can't actually launch from a Narayana's fighterbays. AIs can but I find the player's fighter keeps colliding with the tube until it dies. Also notice fighters using the main bay of the Solaris will sometimes swan-dive into that front structure after their route.

Probably a no-fix for this release.
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: Darius on September 24, 2015, 07:47:29 pm
Kent et al subsystems seems like an easy fix.

Lapith hueg radius has been fixed (i think)

Narayana fighterbay has been retconned to a shuttlebay, and thus unable to carry fighters. The prefit version can (which is why the masyaf is a prefit narayana)
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: QuakeIV on September 25, 2015, 02:11:23 am
In the darkest hour I think it was, remember when the diomedes corvette fails to bring its beams to bear properly and gets murdered by the indus?

I think in a conversation somewhere it was mentioned that durability was added to its engines so they wouldnt be destroyed quickly, how about take that away so they get blown out quickly and its fate makes sense?  I would personally love to see that.  Perhaps throw in an intercepted line with their captain going 'oh ****!'
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: X3N0-Life-Form on September 25, 2015, 09:58:42 am
In Aristeia, the Medea(?) fails to destroy both cruisers on its own, something it did fine with the old Diomedes model, IIRC.
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: General Battuta on September 25, 2015, 10:22:47 am
In Aristeia, the Medea(?) fails to destroy both cruisers on its own, something it did fine with the old Diomedes model, IIRC.

I actually completely rebuilt the Medea's behavior in that mission. It should murder more reliably now and on higher difficulties it will do entirely new stuff.
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: Aspa on September 25, 2015, 04:57:49 pm
Just finished Blue Planet 1 for the third time, still blown away  :D
Noticed that some of the briefing screens (with the ship icons) seemed to be zoomed in too much - some of the ship icons disappeared off the edge.
The slammer is missing from the tech room.
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: Rabid on September 25, 2015, 05:28:52 pm
Tech Library missing some FS2 Vasudan fighters, missing Shivan fighters. This may not be relevant.

I did enjoy the updated descriptions of the old FS/FS2 fighters that are in the tech library.
I feel it adds depth/perspective that the entries were updated, it shows how the GTA feels about the aging of their designs and the scale of their upgrades.


For instance, in the BP2 tech library, something about the GTB Medusa's entry read "Pilots considered the Medusa an ineffective deathtrap" and I found that amusing.
The FS1 entry for the Medusa was probably more favorable, but time has taken its toll.
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: Phantom Hoover on September 25, 2015, 06:17:18 pm
I've always loved the readiness of BP's techroom to acknowledge that a ship or weapon is a useless piece of ****, even if it goes on to add more nuance.
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: Rabid on September 25, 2015, 06:28:54 pm
BP2 Techroom is lacking an entry for Admiral Netreba. Calder, Byrne, Steele, and I think Severanti all have entries, so lacking Netreba seems out of place.

Also I was hoping to see something about MORPHEUS, I've pieced together from no-central-source that its some GTVA Anti-Shivan, Anti-Vishnan device of epic scale, but I've really only seen a reference -to- it in the techroom under the Vishnans entries. It seemed to suggest the discovery of the Vishnans and the goals they appear to have triggered the go-ahead for MORPHEUS

Edit:
Forgot to mention that the Tech library only features the Durga among the UEBs.
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: AdmiralRalwood on September 25, 2015, 08:04:42 pm
Noticed that some of the briefing screens (with the ship icons) seemed to be zoomed in too much - some of the ship icons disappeared off the edge.
This is actually the fault of the SCP fixing a longstanding bug that was causing retail briefings to have the wrong aspect ratio, but yes, it does screw with most already-released mods.

It should already be fixed for the Director's Cut; in the meantime, you can stick the attached briefing_fix-mod.tbm file in your \blueplanet\data\tables\ folder (creating those subfolders if they don't exist) (you could also put it in \blueplanet2\data\tables\, but WiH requires AoA so there's no real reason not to put it in the AoA folder).

Alternatively, you can just create the file yourself, since it's a simple text file with these lines:
Code: [Select]
#GRAPHICS SETTINGS

$Briefing Window FOV: 0.5

#END

[attachment deleted by nobody]
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: TrickMagnet on September 25, 2015, 09:09:22 pm
i get the feeling this'll probably end up a wasted post since it'll probably either a: still be a huge point of confusion on what's going on or b: already fixed and i just missed the patch, but i've still got choppiness on her finest hour, usually towards the latter half of the mission
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: Aspa on September 26, 2015, 02:27:49 pm
Some issues with Eyes in the Storm:
Seems my wingmen refuses to fire more than one shot.
One of the transports in the second wave docked, I jumped out after the abort mission message, got the fail debriefing... and could continue to the next mission without restarting.
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: Pacman110 on September 29, 2015, 01:25:51 pm
Can we maybe get a HUD that adjusts correctly to your monitor's resolution and aspect ratio? Would be very awesome.

By the way: I ****ing love Blue Planet! Thank you and the team for everything!
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: Riverstyx on October 02, 2015, 06:22:27 pm

  • On one occasion in 'Her Finest Hour' recently (while trying out new rig); If...
    Spoiler:
    its going bad enough (yeah it was [eternalshame]) to get the option of calling Toutatis in, the message telling you is repeated a lot (I assume to keep it on the screen)
    ...and from that point on the game seemed to get a bit choppy (not massively, but noticeably). Believe it was mainly the message as it was running like a dream up until that.


I've noticed this one too, regardless of how well I'm doing.  The framerate will hitch every few seconds, reducing my overall framerate from 60 to ~45.  It never gets to the point where it's unplayable, just a bit annoying.  My PC is quite good, (16gb RAM, GTX 970, i5 3570k), so I doubt it's that causing it.  It does seem to get more noticeable after a few retries though.
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: FrikgFeek on October 05, 2015, 10:58:52 pm
This is for both BP 1 and 2, right? Not really a bug but the Vishan fighters could really use self-repairing subsystems as you can't call in a support ship and being disabled while hoping your wingmates can solo the mission isn't very fun.

There's also the relatively known bug in The Great Presevers where the Moloch will fly out of range of the Arbiters if they miss a few shots and you'll be unable to kill it. Maybe an objective to disable it after taking out the beams would help, or maybe the Keeper could show up if it's both disarmed and disabled(it's nice to instantly know that you're screwed instead of hoping those arbiters might turn and attack it eventually).
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: General Battuta on October 06, 2015, 08:58:50 pm
Vishnan fighters have got subsystem repair now, yep. I'll fix the Great Preservers bug (or just make them fire-beam a lot, lulol).
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: Durandal7 on October 09, 2015, 04:00:00 am
I can understand leaving the slammers be on the UEF Uhlan if it's in space (but not if it flies in atmosphere), but please make the gattlers incompatible with this little craft :)

Also... Battuta, referring to a pm I sent you about disabling corvettes in Delenda Est and finding them alive later in Her Finest Hour, does your answer means that if I play at ridiculously easy difficulty and disable as many ships as I can, I will have a really smooth ride in Her Finest Hour? :wtf:
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: Darius on October 09, 2015, 05:28:48 am
Gattlers have been replaced with something a bit more appropriately sized.
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: General Battuta on October 09, 2015, 07:28:50 am
I can understand leaving the slammers be on the UEF Uhlan if it's in space (but not if it flies in atmosphere), but please make the gattlers incompatible with this little craft :)

Also... Battuta, referring to a pm I sent you about disabling corvettes in Delenda Est and finding them alive later in Her Finest Hour, does your answer means that if I play at ridiculously easy difficulty and disable as many ships as I can, I will have a really smooth ride in Her Finest Hour? :wtf:

We have no way to pass information between different campaign files right now, so we can't account for ships you kill in Delenda Est when playing Her Finest Hour.

It turns out Darius had actually set up The Great Preservers so that you could kill the Abalam by taking out the reactor!
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: X3N0-Life-Form on October 09, 2015, 03:02:10 pm
Not exactly a bug, but last week I did a playthrough of AoA, and there's a briefing implying that the Orestes isn't as mobile as the Temeraire, which seems contradictory to what we see the Erebus to be capable of, both in WiH and in the new techroom description.
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: Hades on October 09, 2015, 04:37:59 pm
Some of BP's sounds are really terrible. The sound when someone has a lock on you (or a missile is coming) is really bad and obnoxious. The siren in Artemis does not need to be there, it just deafens the voice acting.

Also give Tell a promotion and a gold-plated electric banjo.
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: Scotty on October 09, 2015, 05:47:24 pm
Seconding the AOA lock tone complaint.  That was obnoxious in a bad way.  Realism is cool until it interferes with gameplay.
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: General Battuta on October 09, 2015, 07:20:09 pm
I'm down to soften those alerts, especially since you hear so many of them in capship command.
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: T-Man on October 12, 2015, 09:21:47 am
EDIT: Please disregard , Issue fixed by downloading latest nightly.

Ah yeah one I forgot to mention previously; is anyone else finding if you start a mission the external weapon models of your fighter are invisible or vanish after a short moment of moving around? This is on my new rig (though I think I recall a similar issue on my old one).

The models seem to be working as if you check the option in the ship lab they show fine, so no idea what it is.

Log file below if it is of use. There were a couple of other bugs it brought up in the same run you can ignore (mostly due to add-on's I have made); an issue involving the Draco's primary capacities, and the first of the two missions I was testing on had an Erebus and a 'Jambhala' (my Vexor thingy i'm working on) which threw up a few bugs of their own (mostly missing subsystems and subobject issues; something also about the Erebus' null inertia). If any of these fudge the log let me know and I'll run a new one, but the second mission (the Kent race) was clean save for the weapon model bug so might be a good ref.

EDIT: Please disregard , Issue fixed by downloading latest nightly.

Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: X3N0-Life-Form on October 12, 2015, 11:04:04 am
Have you tried using a recent nightly ?
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: T-Man on October 12, 2015, 11:48:50 am
Have you tried using a recent nightly ?

Admittedly no. That fixed that one for me :yes:.
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: yomi on October 20, 2015, 08:52:53 am
Bit off topic, but... Is it just me, or Simms voice actress sounds a lot like Laura Prepon? (She playes Alex Vause in "Orange is new Black")
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: General Battuta on October 20, 2015, 09:08:47 am
I hadn't thought of that but I doubt our lesbian fans are going to complain because Laura Prepon is a global lesbian crush.
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: JediKnight on October 24, 2015, 04:51:22 am
Not real bugs but...

1. the missile warning tone becomes annoying over time especially in long and intense missions like Aristeia or Delenda Est where like every 10 seconds something in fired on you.

2. also the sound of the blue beams makes me raise my eyebrows because it sounds so different to the sound of all other beams.

3. the color of the new BBlue and HBlue is darker and more intense than the color of the MBlue or the SBlue. It becomes obvious on the Bellerophon when it fires its pair of MBlue and BBlue together (I assume this is planned to be fixed (= to alter the MBlue and SBlue as well) in one of the upcoming releases).

On the positive side I can say that the voice acting is very well implanted and the new Erebus model just looks great.

Also my "Nr. 1-problem" (could“t see the Number "1" and the arrows which shows which guns and missiles I have select on the new HUD - I posted a thread about this a while ago) seem to have been fixed in one of the lastest versions. The radar still only works if I use the 3D radar icons. The old "dot radar" still stayes empty.
Title: Re: Director's Cut bug/feature triage *READ MEEE*
Post by: General Battuta on November 01, 2015, 09:13:45 pm
I think we handled as much of this as we could! Thanks for posting.