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#1 Apollo

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Posted 02 November 2006 - 08:43 AM

A list regards bug fixes and their progress :p

- The Music shuffle causing an recon error online has been squashed and unfortunately this bug is still present in 1.99 and earlier releases so better have shuffle off until 2.0 unless you want a fixed thememd.ini provided here. :lol:

- Chrono Tower boosting besides wrong firing point for the legionnaire is still being investigated for possible error when towers' support combine with troopers.

- Chronosphering a demolition boat into land, being investigated deeper and one possible fix is disallow chronosphering it :)

- Acquiring enemy airfields and unable to have own planes land on them (untested)

- Minor mistake in deva explosion warhead may cause some stability issues (1.99) fixed in 2.00

- Maps providing Tech Machine Shop and Hospital for Nexus players will obviously double their healing rate to little too good. Will be addressed in 2.0 with different roles for the Tech buildings.

Will be added more as more discovered & remembered :p

Edited by Apollo, 02 November 2006 - 08:50 AM.

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EAApoc wrote:
The only written law in a C&C game I ever saw is please Mr.Developer make it fun and give me a lot of **** to explode, o and don't you ever get another soul to play Kane but Joe Kucan. Aside from those two rules, all bets are off =) hehe
-APOC

#2 xenomorph

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Posted 02 November 2006 - 05:39 PM

A list regards bug fixes and their progress :)

- The Music shuffle causing an recon error online has been squashed and unfortunately this bug is still present in 1.99 and earlier releases so better have shuffle off until 2.0 unless you want a fixed thememd.ini provided here. :p

- Chrono Tower boosting besides wrong firing point for the legionnaire is still being investigated for possible error when towers' support combine with troopers.

- Chronosphering a demolition boat into land, being investigated deeper and one possible fix is disallow chronosphering it :p

- Acquiring enemy airfields and unable to have own planes land on them (untested)

- Minor mistake in deva explosion warhead may cause some stability issues (1.99) fixed in 2.00

- Maps providing Tech Machine Shop and Hospital for Nexus players will obviously double their healing rate to little too good. Will be addressed in 2.0 with different roles for the Tech buildings.

Will be added more as more discovered & remembered :)


wooohooo :lol:

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#3 FoRSAkeN_oNe

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Posted 03 November 2006 - 06:57 PM

A list regards bug fixes and their progress :ohmy:

- The Music shuffle causing an recon error online has been squashed and unfortunately this bug is still present in 1.99 and earlier releases so better have shuffle off until 2.0 unless you want a fixed thememd.ini provided here. ^_^

- Chrono Tower boosting besides wrong firing point for the legionnaire is still being investigated for possible error when towers' support combine with troopers.

- Chronosphering a demolition boat into land, being investigated deeper and one possible fix is disallow chronosphering it :p

- Acquiring enemy airfields and unable to have own planes land on them (untested)

- Minor mistake in deva explosion warhead may cause some stability issues (1.99) fixed in 2.00

- Maps providing Tech Machine Shop and Hospital for Nexus players will obviously double their healing rate to little too good. Will be addressed in 2.0 with different roles for the Tech buildings.

Will be added more as more discovered & remembered ;)


wooohooo :lol:


Keep the boats thing. It's Superweapon mode :O.
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#4 WrathOfLust

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Posted 19 August 2007 - 03:33 PM

Is there a trick to it?i chronosphered a bunch at the enemy base and nothign happened i was rather dissapointed lol

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#5 kitsune106

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Posted 11 October 2007 - 03:04 PM

Is using rnndom and occasionally getting snipers a bug when using it? or black eagles?

#6 Apollo

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Posted 11 October 2007 - 04:38 PM

I would classify them as leftovers of old country system waiting to be cleaned out with next version. :p
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EAApoc wrote:
The only written law in a C&C game I ever saw is please Mr.Developer make it fun and give me a lot of **** to explode, o and don't you ever get another soul to play Kane but Joe Kucan. Aside from those two rules, all bets are off =) hehe
-APOC

#7 PurpleChameleon

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Posted 14 October 2007 - 01:54 AM

I've been getting something odd lately. When I (or the AI) destroy an enemy building, it causes the entire base to explode. It's very odd, especially when you decide to take out one building with an airstrike and you wind destroying the entire base.
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#8 FoRSAkeN_oNe

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Posted 02 November 2007 - 09:36 PM

"NOOO! MY PERFECT BUILDING HAS BEEN SCARRED!!"

Oh, and the Hex map crashes after a bit. Makes the game lock up. :\
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#9 Ash

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Posted 02 November 2007 - 10:01 PM

Is there a trick to it?i chronosphered a bunch at the enemy base and nothign happened i was rather dissapointed lol

I think that's the bug. :thumbsupsmiley:

Is using rnndom and occasionally getting snipers a bug when using it? or black eagles?

Hm still not disabled completely I guess lol. AI prolly gets them too.

Oh, and the Hex map crashes after a bit. Makes the game lock up. :\

That's a Deciler map, I believe. Even in vanilla YR it does that... I spoke to Deciler about it ages ago and he scoured the map for hours trying to find what caused it to no avail. :( Not a lot Apollo can do about this one im afraid.

#10 genxeagle

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Posted 16 March 2008 - 06:53 AM

What about the Nexus CY repair thing? Build one they autorepair. Build 2 they repair faster. the more Nexus Cy's you have the more they repair. will this be fixed? i'm tired of whtdrgnpl owning me because of his 50 CY's i failed to notice.

#11 WrathOfLust

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Posted 16 March 2008 - 07:40 AM

:rolleyes: Hahaha, well its pretty much fixed since 2.0 has different building that helps nex regenerate,but in teh mean time just dont let your friend spawn so many cores,those htings are slow,expensive and they take alot of space leaving him less protected,and use AA untis to protect ur base ratehr then stationary defences.

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#12 OmegaBolt

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Posted 16 March 2008 - 02:46 PM

Hack towers ftw, just hide your cores and also protect them from chrono nubbery. Once the Cores are up you are invincible...

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#13 genxeagle

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Posted 17 March 2008 - 03:06 AM

pretty much what omega bolt said. by the time im done flicking away his latest bomber rush, i notice his 5 new nexus cores. then he sends his walkers. Or ravens. whichever way he decides to be cheap (Ravens are the gods of cheapness)

#14 WrathOfLust

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Posted 17 March 2008 - 07:38 PM

Depends who u play as,but it sounds like you trying to camp against nexus lol,I am a Freedom Legue player and never have much problems with nexus,rember that nexus has a weaknes,he cant promote, try to send some spyes in and see how your veteran aa vehicles take out his crap with ease,but best if you dont let him have more then 5 cores at a time.

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#15 Ash

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Posted 18 March 2008 - 10:59 AM

Ravens aren't the gods of cheapness. If you set up more than three AA guns you're laughing. Oh, and include mobile AA units in your army.

Yea, 5 cores might be a bit of a pisser but i've never seen that happen.

Camping against NEXUS doesn't usually end up going so well. Only two sides could really do it: NEXUS himself and possibly the FL, whose antitank technology fucks up all his shit. AL would probably fare worse than those two because their defences, although more powerful, are less effective. Chrono towers just aren't as good as Hellstorm guns or laser turrets.

That's going to change to a degree in 2.0. Chrono towers will no longer link like prism towers and will target independently. Nonetheless, the AL defence turret arsenal will still be weaker than that of NX. To compensate, build shiteloads of AL infantry and arty. The Fusion Cannon is a powerhouse right the way through the tech tree - never leave home without it. Spam basic tanks - those guns hurt when combined. And self-healing doesn't help if the damage exceeds the unit's actual health.

And if the self-healing is getting a bit OTT, it's a sign you ought to have been attacking sooner. :rolleyes: Don't worry a different building has the self-repair for NEXUS in 2.0 to prevent abuse...

#16 Cloaked Decimator

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Posted 22 March 2008 - 03:54 PM

Ravens aren't the gods of cheapness. If you set up more than three AA guns you're laughing. Oh, and include mobile AA units in your army.

Yea, 5 cores might be a bit of a pisser but i've never seen that happen.

Camping against NEXUS doesn't usually end up going so well. Only two sides could really do it: NEXUS himself and possibly the FL, whose antitank technology fucks up all his shit. AL would probably fare worse than those two because their defences, although more powerful, are less effective. Chrono towers just aren't as good as Hellstorm guns or laser turrets.

That's going to change to a degree in 2.0. Chrono towers will no longer link like prism towers and will target independently. Nonetheless, the AL defence turret arsenal will still be weaker than that of NX. To compensate, build shiteloads of AL infantry and arty. The Fusion Cannon is a powerhouse right the way through the tech tree - never leave home without it. Spam basic tanks - those guns hurt when combined. And self-healing doesn't help if the damage exceeds the unit's actual health.

And if the self-healing is getting a bit OTT, it's a sign you ought to have been attacking sooner. :rolleyes: Don't worry a different building has the self-repair for NEXUS in 2.0 to prevent abuse...


yeah i used the glitch with the auto repairing and.... let me put it this way it was 20 times harder to destroy a Centurion,devastaor, and a decimator it was impossible to destroy those even at normal status but once i hit elite the only few things that could stop it was a chrono prison but the AI wasn't the lrgion lol :rolleyes:
場合は、北朝鮮へのExceliza Rynexを追う見られて見て

#17 rsborl

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Posted 06 October 2009 - 01:59 AM

Infantry war (not sure if these are bugs or on purpose):
-Allows the production of tanks, not all infantry are available
-This gamemode resembles Meat Grinder in that basic units are available, perhaps they were mixed?

Soviet Campaign mission 1 (perhaps this happens only in my case?)
-At the beginning, after the grand cannons fire at the ships and control of the game field is given, there seems to be some glitched naval-shipyard like voxels appearing on top of the grand cannons. They remain there.

Supply trucks' crates increase the global number of crates to appear on the map. If you build 30 supply trucks, deploy them, use the crates, you'll find that more crates begin appearing more frequently on the map. This is a good thing, however, since there's no Crate War gametype, this is the only way to increase the number of crates.

The stealth crate should maybe be more rare? Sometimes it is a hinderance (especially when I was trying to get some tanks with armor, speed, and firepower upgrades), because it adds a fire delay to your units. In situations where the enemy has already detected you, they only slow down your units. Also, the stealth transition effect creates noticeable lag in numbers.

#18 rsborl

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Posted 06 October 2009 - 02:06 AM

Freedom League SCV: The cameo says 'Soviet MCV'

Pressing T on war factories doesn't work
Stealthed devastators cannot be force-attacked by other devastators

In Ironman, where tech structures should be invulnerable, the tech airport (parachutes) is still vulernable
-Tech spy sat still vulnerable

Tank hunter missing veteran symbol cameo

Edited by rsborl, 06 October 2009 - 02:32 AM.


#19 Apollo

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Posted 06 October 2009 - 06:09 AM

T is select units of type command, I don't think it is used/works on buildings (I dont use it)

and campaign is not supported, so the glitches you see are wrong anims due to animation list ordering differencies and westwood had nasty habit of adding anims in map itself which of course work when games anim list in untouched but breaks when anything is added to it.

In Ironman, only the tech buildings were to be immune, not the feats they provide such as paradrop, tech spysat has been fixed long ago for 2.0

Infantry War was never perfected as I couldn't make my mind up how it was to play and higher tech inf would have just made basic inf useless in it too. subject to total rethinking for 2.0 assuming it is implemented again.

Supply trucks thing is known, no measures possible to adjust that behaviour in any case.

Stealth crates are disabled as it just doesn't work so good for every unit type.

Just a note... 1.99 was released around 2006 so there is a big gap and 1.99 is officially discontinued by me while some other modders have taken up editing of it.
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EAApoc wrote:
The only written law in a C&C game I ever saw is please Mr.Developer make it fun and give me a lot of **** to explode, o and don't you ever get another soul to play Kane but Joe Kucan. Aside from those two rules, all bets are off =) hehe
-APOC

#20 Ash

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Posted 06 October 2009 - 02:03 PM

Infantry war (not sure if these are bugs or on purpose):
-Allows the production of tanks, not all infantry are available
-This gamemode resembles Meat Grinder in that basic units are available, perhaps they were mixed?

Some basic tanks were permitted. It could be TechLevel that has affected the former.

Soviet Campaign mission 1 (perhaps this happens only in my case?)
-At the beginning, after the grand cannons fire at the ships and control of the game field is given, there seems to be some glitched naval-shipyard like voxels appearing on top of the grand cannons. They remain there.

Naval yard isn't a voxel, and tbh playing campaigns is probably not recommended :)

Supply trucks' crates increase the global number of crates to appear on the map. If you build 30 supply trucks, deploy them, use the crates, you'll find that more crates begin appearing more frequently on the map. This is a good thing, however, since there's no Crate War gametype, this is the only way to increase the number of crates.

Turn random crates off if this bugs ya. :)

Freedom League SCV: The cameo says 'Soviet MCV'

Apollo isn't usually forthcoming with .csf string editing :mellow: I tried but I don't know most of the unit coding names.


Apollo edit: cameo in this case meant the unit picture having wrong name on it likely.

Pressing T on war factories doesn't work

Pressing T on war factories never works. T selects units of the same type.

Stealthed devastators cannot be force-attacked by other devastators

Force-fire right next to them then. They'll reveal if they take damage. Whereupon you can kil them normally.

Tank hunter missing veteran symbol cameo

Probably fixed. I think the cam has changed. :p

Apollo:

In Ironman, only the tech buildings were to be immune, not the feats they provide such as paradrop, tech spysat has been fixed long ago for 2.0

I think he meant the tech airport.

Just a note... 1.99 was released around 2006 so there is a big gap and 1.99 is officially discontinued by me while some other modders have taken up editing of it.

What, iloo? I can't really justify your calling him a modder. I tend to think of it as just a prequel...different stage of robot war ;)

Apollo edit: NO, omegabolt for one but i think he got bored already.

Edited by Apollo, 06 October 2009 - 03:47 PM.





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