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Official Bug Tracking Thread


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#1 Phoenix Rising

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Posted 10 May 2007 - 10:43 PM

I'm going to be using this thread as a master list of bugs as I work towards the next version. If you've already reported one elsewhere and it didn't make the list, please repost it, as I may have missed it. Also, if you find anything new, post it in this forum and I will be sure to update the list. Thank you for helping to make Phoenix Rising a better mod!

Unresolved

Outstanding issues for the next release.
  • Pirate starbase occasionally is not destroyed after a successful raid on the planet (especially when both the raid force and the pirates are wiped out in auto-resolve and you conquer the planet with a stealth unit), which can cause an exception and crash.
    • This has to be carried over from EaW, so I'm not sure if there's any hope of fixing it. You can identify when it happens pretty easily because you will start out with a level one starbase on a new planet, and if you withdraw your ground forces, the affiliation will revert to pirate. Generally, if you start another raid or ground assault at this point, it will go away.
  • AI non-combat heroes rarely attach to their LUA-assigned escorts.
    • This seems to work sometimes if the AI is going on the offense, but while defending, they just sit there. Kind of pointless to have Soontir Fel on the ground.
  • Non-land heroes show up as their transports if they participate in a land battle with no buildings to attach to and are only destoyable with area damage.
    • Another bug that has carried over from EaW; not sure if I can do anything with it.
  • Lambda-class T-4 Shuttle and Sentinel-class Landing Craft have mis-rigged firing bones and their weapons are temporarily set to turreted to get them to fire forward.
    • These will either require a new model or the Alamo Importer, whichever comes first.
  • Action IV Transport, Alpha-3 Nimbus-class V-wing, Barloz-class Medium Freighter, TIE Avenger, and Z-95 Headhunter all lack landing animations.
    • Not really sure how to do ALAs yet (although I can animate), if anyone knows of a tutorial, please PM me. This will undoubtedly be easier with the importer as well.
  • New models lack death clones.
    • Again, I just need to learn how to do this and take the time to do it. For now, I've gone back and put the old death clones in for ships that were replaced, like the Imperial-class, just as a temporary stub.
  • Upgrades do not acknowledge <Build_Time_Reduced_By_Multiple_Factories> tag on starbases (just research facilities).
    • This has to be latent from EaW again. It just doesn't work for starbase decreased production time.
  • Skirmish doesn't work.
    • I actually disabled it, but forgot to say that. I'm still not sure if I can get upgrades working in Skirmish mode.
  • Perception parsing error while running PR from the Data folder.
    • This doesn't show up if you use modpath and shortcut like it says to in the instructions, but I still don't know what's causing the actual parsing error. I also had it happen using modpath when there were XMLs left in Data\XML\AI, so delete those if you have any (they're redundant).
  • Eclipse-class Star Dreadnought doesn't have all the weapons it should.
    • FoC's model is incomplete and therefore can't have anything but the superlaser. It will probably be replaced by the Sovereign-class Star Dreadnought.
  • B-wing bombing run causes an exception.
    • I wasn't able to duplicate this error...
  • Units with three or more abilities only show the latest two on the command bar.
    • This is another thing that is hardcoded into FoC and thus impossible for me to change. Sorry.
  • Hero units do not show up in the reinforcement box for space (especially with the vanguard slot).
    • Another problem with FoC's code!
  • Income streams do not spawn in galactic mode, even when the activation mode tag is overridden.
    • This is what is preventing me from doing positive income to offset the negative spending.
  • Bounty on faction ability does not stack.
    • Freighters need this to stack to get their salvage ability to work properly.
  • Bounty on faction ability for space units causes weird graphics glitches in galactic mode, even when the activation mode is overridden to space only.
    • Specifically, the stars fill with rising credit symbols :xcahik_:.
  • Credit siphon ability does not seem to work for non-heroes.
    • When this works, freighters will replace smugglers.
  • Ships without hyperdrives are still able to move at lightspeed in fleets that have at least one hyperspace-capable unit.
  • Planet income gambling ability does not actually bet the whole base, but rather the base income.
  • Projectile ion stun effect (such as from the planetary ion cannon) applies when shields are still up; should only stun on a hull hit.
  • Ion stun effect particle can only be attached to a maximum of one mesh at a time per model.
  • Shield meshes do not activate for attached sub-objects (such as turrets) when using the Power to Shields ability.
  • There is no way to modify thrust, rate of turn/roll, hyperspace speed, or accuracy in a tactical situation, such as through a hero or unit ability or planetary advantage.
  • Proximity Mine ability does not seem to work in space.
    • Specifically with squadrons; I've tried both with containers and without to no avail.
  • Targeting max attack distance on the unit limits the specific fire range distances provided on hardpoints.
    • When set to the range of the smallest guns, larger guns are unable to reach their full firing range. When set to the range of the largest guns, the unit stops to attack before coming into the full range of its guns.
  • Multiplayer GC campaigns do not accept a story script and are thus unable to research or upgrade tech.
    • I have a possible workaround, but it's a fairly extensive overhaul with no promise of success.
  • Sensor jamming ability does not work when activation style is set to space automatic.
    • The Singularity would be able to regain one more unit ability if this worked...
In-Progress

Fixes that are currently in a partial state of completion.
  • None currently.
Resolved

Issues fixed since the Starfighter Mini-Mod.
  • The AI doesn't work.
    • Although I haven't encountered it completely not working, it is much better than it was, although I'm still getting parsing errors on something.
  • AI likes to build tons of Hutt Palaces, despite the perception equation for it (should only build one per planet max).
    • Hutt Palaces and Cantinas have been limited to a maximum of 2 per planet since, realistically speaking, having tons of cantinas on a planet isn't going to help you track down a smuggler any faster than having only a few. It doesn't fix the perception not behaving, but it's good enough for now.
  • Ion hull impact particle always spawns at (0, 0, 0) instead of on the hull.
    • This has been resolved and looks great. I've even added a few different sizes of the particle to indicate the strength of a hit.
  • CC-7700 Frigate's thruster meshes clip with each other.
    • Updated smoothing groups independently on both, but should have done one and cloned it.
  • Space heroes sometimes use generic pilot voices.
    • The game doesn't accept null values as an override, so I had to make a blank sound.
  • Engine particles disappear when Power To Engines unit ability is activated.
    • For ships with designated boosters, like the BTL K-wing or Imperial-class, the idea is that they operate normally with the boosters idling and can turn them on when they need a boost of power. Unfortunately, EaW assumes that the only way to boost speed is to just dump more fuel into the reactor for the main engines. Still trying to figure out the fundamental difference between a pe_ particle and a pte_ particle.
    • Fundamental difference: object space acceleration.
  • EF76 Nebulon-B Escort Frigate does not acknowledge missile target bones for firing missiles (only lasers).
    • I found it odd that missile targeting bones didn't work for missiles, so I guess I'll need a new model with a root bone inside of the ship.
    • New model; problem solved.
  • Ships that use WEAPON behavior to fire (commonly starfighters) do not acknowledge inaccuracy tags and always fire with 0 degrees of inaccuracy (perfect aim).
    • PG uses these tags like they work, but they actually don't and I'm kind of surprised it took me so long to notice. Fortunately, this is a bug from EaW that I can fix; it just requires moving all weapons over to hardpoints.
    • Finally got around to converting them all.
Non-Issues

These items are not bugs, but are often misconstrued to be.
  • Hardpoints are not targetable.
    • This was done on purpose as an experiment. It may or may not change in the future.
  • Hero x doesn't come with free capital ship y.
    • Sorry, you have to pay for your units now. As of the next version, you will be able to upgrade the hero transport however.

Edited by Phoenix Rising, 28 September 2007 - 07:28 AM.


#2 Guest_Guest_*

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Posted 07 June 2007 - 12:50 AM

Well, I don't know if this is will all the heros but Darth Vader doesn't attach himself to the fleet when you have a mission like capture a planet with Darth Vader side mission oh and btw your mod is great, and could we instead of having to make ISD for Thrawn and other heroes could we have an upgrade for them to have their own ship costing the ship price?

Thanks for making this mod!!!!!!!

#3 Guest_Guest_*

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Posted 07 June 2007 - 05:14 AM

Oh, also, is the Empire aloud to make Broadside Cruisers cause I saw the AI had one, I don't remember seeing it in the list...

#4 Guest_Guest_*

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Posted 07 June 2007 - 05:23 AM

Also field commanders don't show in battle, they show as a rebel troop and I also saw that the damage reduction for the Alderaan bonus is 25% damage decrease when it should be 50% damage decrease.

#5 Guest_Guest_*

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Posted 07 June 2007 - 05:31 AM

Yet another one....When you get an update to your journal for the new recruits from either Mon Montha or Tarkin, they just have you recieved x, they don't show how many of the units or what the units names are, they did for Tarkin for the first couple of times but then stopped working so you may want to check into that.


p.s. I'm not trying to post so many posts just want to help you out :D

#6 Phoenix Rising

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Posted 07 June 2007 - 08:05 AM

could we instead of having to make ISD for Thrawn and other heroes could we have an upgrade for them to have their own ship costing the ship price?

As my latest news posts says, that's already done and mostly ready for the next release.

Oh, also, is the Empire aloud to make Broadside Cruisers cause I saw the AI had one, I don't remember seeing it in the list...

Broadsides and Marauders were removed due to the increased use of starfighters.

Also field commanders don't show in battle, they show as a rebel troop and I also saw that the damage reduction for the Alderaan bonus is 25% damage decrease when it should be 50% damage decrease.

Yet another one....When you get an update to your journal for the new recruits from either Mon Montha or Tarkin, they just have you recieved x, they don't show how many of the units or what the units names are, they did for Tarkin for the first couple of times but then stopped working so you may want to check into that.

I don't remember changing any of the files associated with these, so I don't know what to say. They're probably latent in FoC.

#7 Guest_Guest_*

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Posted 07 June 2007 - 09:16 PM

The thing is the AI is aloud to build Mauraders...

#8 Guest_Guest_*

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Posted 07 June 2007 - 09:26 PM

Also, this problem isn't really a bug but a fix to one of the descriptions and a suggestion, could you make us be able to have more research facilities on a planet to make upgrades go faster and also the description for the rebels says helping the rebels gain technology to create the Death Star, should you just change the description into this is a place where the greatest minds advance technology or something like that...

#9 Guest_Guest_*

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Posted 07 June 2007 - 09:31 PM

Got another one too.....

When there is more than one special ability you can't see the others, maybe you could fix this by making it be able to be belwo the other two...

#10 Guest_Guest_*

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Posted 07 June 2007 - 11:48 PM

Ugh, not another one...

When you try to drag Mara Jade Or Boba Fett in medium view (one where shows stats of planet) and you go past neutralize hero, it shows a scout trooper in the box, though it has nothing to do with eliminating a scout trooper...Btw now its working of the x units but it may not, I think the Eclipse is messing up the Mod, that could of been why Petroglyph kicked it out at the last minute...

#11 Phoenix Rising

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Posted 08 June 2007 - 04:13 AM

The thing is the AI is aloud to build Mauraders...

No, it's not. They only way they show up is through one of those random journal events; I think it's the one that tells you that a planet is undefended when it really isn't.

could you make us be able to have more research facilities on a planet to make upgrades go faster

No, because this won't make upgrades go any faster. Their speed is wholly based on the space station and that's not something I can change with XML.

the description for the rebels says helping the rebels gain technology to create the Death Star, should you just change the description into this is a place where the greatest minds advance technology or something like that...

Yeah, a lot of the descriptions were done at the last minute (especially the character bios, which is why half of them are done), so they're pretty rough. I plan on updating them for the next release, but I just need to take the time to do it.

When there is more than one special ability you can't see the others, maybe you could fix this by making it be able to be belwo the other two...

Heh, I would love to, but this is another thing that's hardcoded and thus inevitable. The only thing we could try to do is to petition PG to patch in more functionality here and the liklihood of that happening is... well, 3720 to 1 :p. I'll add it to the ever-growing list of EaW perma-bugs though.

When you try to drag Mara Jade Or Boba Fett in medium view (one where shows stats of planet) and you go past neutralize hero, it shows a scout trooper in the box, though it has nothing to do with eliminating a scout trooper...

It's been like this since EaW. Don't ask me why.

#12 Guest_Guest_*

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Posted 08 June 2007 - 10:51 PM

Thanks for answering my questions! :blush:

#13 sideshow_bob

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Posted 15 November 2007 - 09:05 PM

dreadnaught-calss cruiser when ordered to attack onlymoves in range of its heavy weapons, ignoring the quad-lasers

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#14 Phoenix Rising

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Posted 16 November 2007 - 03:52 AM

  • Targeting max attack distance on the unit limits the specific fire range distances provided on hardpoints.
  • When set to the range of the smallest guns, larger guns are unable to reach their full firing range. When set to the range of the largest guns, the unit stops to attack before coming into the full range of its guns.



#15 Ghostrider

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Posted 16 November 2007 - 10:29 AM

  • Targeting max attack distance on the unit limits the specific fire range distances provided on hardpoints.
  • When set to the range of the smallest guns, larger guns are unable to reach their full firing range. When set to the range of the largest guns, the unit stops to attack before coming into the full range of its guns.


can you change this or is this an EAW hard coded bug?
I assume you can override this by manually moving the ship?

Edited by Ghostrider, 16 November 2007 - 10:30 AM.


#16 Phoenix Rising

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Posted 16 November 2007 - 11:22 AM

It's a choice between one bug or the other, but yes, with how I have it now, you can just move the ship, although the AI isn't that smart. You will probably notice a lot of star destroyers trying to shell you from range while most of its guns sit quiet :closedeyes:.

#17 sideshow_bob

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Posted 17 November 2007 - 02:32 PM

until you move closer to use more of your guns though...

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#18 Phoenix Rising

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Posted 18 November 2007 - 05:41 AM

Right... it's more noticeable when they attack stations.

#19 chriswill

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Posted 04 January 2008 - 12:05 AM

Planet Metellos, when conducting a land battle in campaign mode ived noticed a persistant crash when ordering a bombing run and an occasional crash when conducting orbital bombardment.

If this has been posted before then obviously remove this post if you want. I think it might be a parsing error if that is spelt right.

Anyway other than a few crashes here and there superb mod. Maybe not for the light hearted (im playing on hard so i dont know how easy it is on norm or easy) but definately what the original game should have been more like.

My pc specs if this helps are: nvidia 8800gts 640mb, core2duo e6600, 3gb ddr2 ram, vista 32 (running on evaluation service pack 1), 660gb hardrive, SBaudigy 2 zs. Settings set to max with full AA

Chris

#20 StrongGuy

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Posted 04 January 2008 - 11:06 AM

Hi,

great job with the mod ... seems realy complex and with many details :xd: however, after 6-8 h of playing the game becomes unplayable slow :/ (galactic map) - whereas space/land battles run smoothly with no problems all the time. I never expierenced these problems during even the largest map in the vanilla game.

And I chose already the smaller map with about 65 planets (inner rims). Now with about 22 planets under my control I have to wait about 5 minutes to build a X-wing with the game speed set to max :/ thus I guess something is not right here.

Another thing that I encoutered (it's rather a bug) after reasearching the reef-claas a fleet symbol with the researched reef-class appears over the planet and you can do nothing about it ... after the research is complete you can neither build the reef class nor research it again the icon simply disappears from the ship list and reappears above the planet.



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