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 Post subject: (FIXED) Broken catapult
PostPosted: 01 Mar 2010, 02:13 
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single player fanatic

Joined: 01 Jun 2008, 23:16
Posts: 2030
Location: Luna's Dark Side Fear the razor-sharp edges of the heavy metal spork!
Nice discovery. Seems strange that the coordinates of the powerups would not be communicated to joining players.
Mr. Spock wrote:
A side note:
There's another issue with pups from the armory and it shouldn't be mixed with the one mentioned above. Sometimes popwerups catapult only few metters away, instead where asked to. That looks like a broken catapult. This is a minor bug cause when it occurs pups position is at least the same for all players in the game.
Yes, I've noticed this bug with the CCA Armory, I don't think I've ever had a problem with the NSDF Armory, but I could be wrong.


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 Post subject: Re: Powerups from armory bug
PostPosted: 01 Mar 2010, 06:11 
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Bz programmer

Joined: 20 Nov 2009, 22:17
Posts: 710
In the case of the CCA Armory, my guess is that the powerups collide with the Armory when launched in some directions. (It would depend on where the launch hardpoint is relative to the collision geometry.)


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 Post subject: Armory dropping repairs/ammo way of target.
PostPosted: 16 Mar 2010, 22:31 
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stratter :)

Joined: 06 Mar 2010, 20:46
Posts: 24
Hi, I have BZ version 1.2 so maybe this problem was fixed previously but in multilayer over LAN I ordered repairs for two tanks and then Ammo for the tanks and they got the ammo all right but the repairs flew way off of the back of the accessible board ( though still visible). Another incidence of this happening is in the CCA mission when I am supposed to protect the hanger with the engineers in it working on the fury relic, and the black dogs sneak howitzers onto the ridge above my base. I can order two repairs and two ammo and receiving only the ammo to the designated location. The repairs are dropped directly next to the armory. The same thing also happened a few times with the ammo in citadels. Again I have BZ version 1.2 so this may have already been fixed.

By the way anyone know about when 1.5 will come out?

Thanks,
Bike fanatic


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 Post subject: Re: Armory dropping repairs/ammo way of target.
PostPosted: 17 Mar 2010, 04:43 
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Bz programmer

Joined: 20 Nov 2009, 22:17
Posts: 710
You might want to install BZ 1.4 to see if it's still happening.

As for when 1.5 will be out, I don't have a good estimate beyond "when it's done". 1.5 achieved its primary goal of fixing D3D, but I'm trying to fix up a bunch of gameplay and stability bugs too. (Once that's done, I can take a break and then start hammering away at things like a more thorough rewrite of the rendering system for a potential 1.6.)


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 Post subject: Re: Armory dropping repairs/ammo way of target.
PostPosted: 17 Mar 2010, 10:29 
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single player fanatic

Joined: 01 Jun 2008, 23:16
Posts: 2030
Location: Luna's Dark Side Fear the razor-sharp edges of the heavy metal spork!
Ah, this issue was briefly discussed here as well, although that topic is mostly about a different issue.

Edit by Mr. Spock: Moved "there". :P


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 Post subject: Re: Powerups from armory bug
PostPosted: 24 Mar 2010, 12:50 
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single player fanatic

Joined: 01 Jun 2008, 23:16
Posts: 2030
Location: Luna's Dark Side Fear the razor-sharp edges of the heavy metal spork!
Ultraken wrote:
In the case of the CCA Armory, my guess is that the powerups collide with the Armory when launched in some directions. (It would depend on where the launch hardpoint is relative to the collision geometry.)
I was recently playing the CCA campaign (in 1.5, although the bug is in 1.4 too) and noticed something. When I tell the CCA Armory to launch a repair powerup to a spot behind it (relative to the way it is facing while deployed), the repair pack collides with the armory and doesn't get launched very far. Sounds like some kind of "don't hit owner" check might fix this. It's a huge problem when you are far from base and you need to make a pile of ammo and repairs, and they never come. :shock:


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 Post subject: Re: Powerups from armory bug
PostPosted: 26 Mar 2010, 01:48 
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stratter :)

Joined: 06 Mar 2010, 20:46
Posts: 24
I saw this happen in ice ice Baby the repairs seem to collide in the air as they were being sent out.


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 Post subject: Re: Powerups from armory bug
PostPosted: 26 Mar 2010, 02:24 
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single player fanatic

Joined: 01 Jun 2008, 23:16
Posts: 2030
Location: Luna's Dark Side Fear the razor-sharp edges of the heavy metal spork!
I made an asset modification fix for the "broken catapult" bug that Ken can use as a fallback in case the code is too hard to fix, but fixing it in the code hopefully won't be too hard. :)


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 Post subject: Re: Powerups from armory bug
PostPosted: 01 Apr 2010, 00:35 
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single player fanatic

Joined: 01 Jun 2008, 23:16
Posts: 2030
Location: Luna's Dark Side Fear the razor-sharp edges of the heavy metal spork!
Ken fixed "broken catapult" in the code. :mrgreen:


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 Post subject: Re: (FIXED) Broken catapult
PostPosted: 04 Jun 2010, 22:45 
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single player fanatic

Joined: 01 Jun 2008, 23:16
Posts: 2030
Location: Luna's Dark Side Fear the razor-sharp edges of the heavy metal spork!
Even with broken catapult bug fixed, I am seeing another problem: powerups collide with each other in the air sometimes, stopping them from reaching their destination, for example when I have a group of badly damaged units and I tell them all to get repair 2 or 3 times. Is it really necessary that powerups collide with each other? :P


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 Post subject: Re: (FIXED) Broken catapult
PostPosted: 07 Jun 2010, 03:16 
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Bz programmer

Joined: 20 Nov 2009, 22:17
Posts: 710
I can't think of any good reason for them to collide with each other.


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