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BETA 0.72 BUGS


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#41 MasterZH

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Posted 27 June 2010 - 09:51 PM

1."longarm" missile launcher (SW general) after attack you can "close" and "open" unit and fire instantly without reload.
2. ICBM pointer is small nuke and after click its big nuke image.

#42 Capt.Drake

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Posted 27 June 2010 - 10:11 PM

well the pointer get's bigger when you have researched the hydrogen upgrade, before that it stays the same when clicking atleast that'S what I remember

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#43 Vince

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Posted 28 June 2010 - 10:10 AM

Laser Gen:

If you chose particle tech and ion tech you still can built plasma artillery, is that normal?
The laser raptor doesn't have a image when you click on it (you know which one I mean I hope )

air force AI:
He does this sometimes : Posted Image

Robot: If you switch to drones on the advance building mech (macro) en switch back you can't built anything anymore

Edited by Vince, 28 June 2010 - 12:18 PM.


#44 FlyingDeath

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Posted 28 June 2010 - 10:49 AM

Laser Gen:

If you chose particle tech and ion tech you still can built plasma artillery, is that normal?
The laser raptor doesn't have a image when you click on it (you know which one I mean I hope )

Indeed, but first, you mean the Ra, Plasma Artilleriy (Mobile Unit)
and second, the Prerequirements are wrong (It needs Ioncannon, instead of Plasmagenerator/Plasmatech and or Tier-3)

#45 Capt.Drake

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Posted 28 June 2010 - 12:12 PM

The bug in the picture is something left from the main game, stacking buildings is nothing that can be fixed

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#46 Pendaelose

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Posted 28 June 2010 - 12:20 PM

Quite some time back I had experimented with converting the Plasma Artillery units into Ion units because once I've completed the new tech tree system for Laser General the plasma units will all be short range weapons. I had started the changes a long time ago but didn't finish them before handing the mod to Rosco. Once I've finished Laser general he'll be a little more consistent.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#47 Vince

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Posted 28 June 2010 - 01:01 PM

Okey than :p and the builder-mech issue?

#48 Capt.Drake

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Posted 28 June 2010 - 01:14 PM

Well I think it was mentioned before although good catch, but I must say I'm just a guy who knows a bit, Pend is the one who acctually knows stuff

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#49 Pendaelose

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Posted 28 June 2010 - 01:23 PM

Okey than :p and the builder-mech issue?


I've already fixed it for the next upload. I have 2 full posts of bug fixes in the Change log topic.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#50 Vince

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Posted 28 June 2010 - 02:26 PM

okey guess I'll check there before I say anything else here

#51 Creator

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Posted 28 June 2010 - 06:31 PM

I posted the last list of bugs already. The following is the very last list :p

1) It seems that Air Force general AI is the only one which works. I tried laser, cyber, SW, stealth and assault - they do nothing for some reason. Is it a bug? Or did you implement one AI only?
2) They fire at parachuted units with ground weapons. You need to set "AirborneTargetingHeight" in unit locomotors to fix it. If height is higher than this value then they consider the unit as flying and don't fire at it with ground weapons.
3) Tank general: When Chimera gets upgraded on a bridge, it falls under the bridge.
4) Tank general: When Chimera gets upgraded when moving, it stops and forgets about the order.
5) Tank general: When Chimera gets upgraded when selected, selection disappears.
6) Tank general: When damaged Chimera gets upgraded, it restores its life to 100%.
7) Tank general: When 2nd or 3rd level veteran Chimera gets upgraded, it looses veterancy. It is better to move all variants of Chimera to War Factory and get rid from upgrade system. This solution will fix all 5 bugs at once. And in addition, some upgrades will be freed.
8) It is better to reduce the number of upgrades and switch back to standard Generals upgrade system (with normal icons around unit portraits). Upgrades which have unit cameos must be used once. Upgrades which have no unit cameos can be used multiple times. Modular defenses remaking (I told about it earlier) will free many upgrades. Chimera remaking will free some upgrades too. Fake buildinds (do you use them?) can be implemented without upgrades too.
9) SW general: Energy shield borders are almost invisible. What is about a decal on the ground?
10) Tank general: All heavy tanks in heavy war factory (except Emperor) don't have hotkeys.
11) Tank general: War Master, SRM rank, ECM artillery, Sniper cannon and Lightning tank don't have hotkeys.
12) All generals: It is pointless to count all missing hotkeys. They are everywhere. Their name is Legion.
13) Tank general: Heavy command tank banner animation speed increases 10 times after a battle. I know this bug. It is connected with "PreAttackDelay" in weapon code.
14) All China: Unfinished propaganda tower falls with crane and border if you cancel its construction. It looks very funny :)
15) Tank general: Does he have anything to clean toxins and radiation with? I did not find anything.
16) Tank general: He has no early radar. There is nothing to detect stealth general with.
17) Laser general: Plasma Genrator does not have damaged and really damaged models.
18) Laser general: Heavy war Factory does not have damaged and really damaged models.
19) Laser general: Plasma artillery base does not have damaged and really damaged models.
20) Laser general: All super tank tracks twitch when moving at rough terrain. It looks weird. You need to set "MaximumWheelExtension" and "MaximumWheelCompression" to zero in their locomotors to fix it.
21) Laser general: Ion Cannon does not have damaged and really damaged models.

I also have some feedback from Rusisan players. Many of them say common words such as "It is interesting mod" and "there are many original things". But two of them noticed balance problems. I transated their answers:

Zmey Gorynych says:

No, guys, I don't want to play this Remix any more. Models are square, imba is everywhere and a heap of bugs...
Watch the video and look how cyber general drops 3 robots at enemy Scud Storm.
a) One plane did not drop a robot, which is the bug.
b) Three robots killed Scud Storm faster than base garrison reached them. Imagine their damage - they can bring 5000 damage for 20 seconds.
c) Quads started to shoot at a robot, but it was nothing to it. It appears, that robots have tank armor. And we see the imba like in Contra - mega stormtroopers, which come from the sky and and kill everything...

NOTE: Drop Pods with stormtroopers were abused many times with the most dirty words. They were seriously overpowered in Contra 006 and remained overpowered in Contra 007 regardless their weakening.

Watcher says:

I played this version a bit. GLA are weak and feeble, early Air Force general B-1 takes out everything to hell and spits at AA defenses.
In general, it is not enough balance yet, but there are many interesting features and abilities.

Edited by Creator, 28 June 2010 - 06:54 PM.


#52 ApOcOlYpS

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Posted 28 June 2010 - 06:38 PM

Creator: The readme says "for the few of you who actually read the readme here are some useful tips...[only Air Force, Demo and Tank have working AIs at the moment]."


I also find that damage is a little quick in Remix (mainly in the destroying of buildings). If all buildings got an armor or health boost that would be nice (except for defense structures).

#53 jay-ar

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Posted 29 June 2010 - 06:35 AM

I saw some flying destroyed Aurora bombers when playing against Airforce General. I don't know if it's just me but some of the robots are sometimes having hard time moving forward (still animating though), but almost not moving forward. Thanks for the mod.

#54 Pendaelose

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Posted 29 June 2010 - 07:10 AM

I saw some flying destroyed Aurora bombers when playing against Airforce General. I don't know if it's just me but some of the robots are sometimes having hard time moving forward (still animating though), but almost not moving forward. Thanks for the mod.


Any jet can do it, but it's usually Auroras. The bug was in the original ZH as well, but AirF AI spams so many jets you get to see it a lot more often.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#55 Creator

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Posted 29 June 2010 - 07:59 AM

Any jet can do it, but it's usually Auroras. The bug was in the original ZH as well, but AirF AI spams so many jets you get to see it a lot more often.

There is the way to fix it. Change standard death effect and make planes to explode in air when destroyed.

#56 Capt.Drake

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Posted 29 June 2010 - 08:10 AM

Zmey Gorynych says:

No, guys, I don't want to play this Remix any more. Models are square, imba is everywhere and a heap of bugs...
Watch the video and look how cyber general drops 3 robots at enemy Scud Storm.
a) One plane did not drop a robot, which is the bug.
b) Three robots killed Scud Storm faster than base garrison reached them. Imagine their damage - they can bring 5000 damage for 20 seconds.
c) Quads started to shoot at a robot, but it was nothing to it. It appears, that robots have tank armor. And we see the imba like in Contra - mega stormtroopers, which come from the sky and and kill everything...


Not really on topic but I must clean this one up a little the vid is made to show MIGHT and this very part of it is composed of 2-3 attempts to destroy the bloody scudstorm not only dropping mechs but multiple generals powers and aircraft;)

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#57 Pendaelose

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Posted 29 June 2010 - 08:14 AM

I also fixed the drop bug with the mechs. The video was recorded prior to v0.72
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#58 Violence

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Posted 29 June 2010 - 08:25 AM

I think the lists Creator provided are nicely put together and make me want to scream "HANG THE WITCH! BURN PEND!!" BUT all jokes aside it would help if now those issues were categorized under "CRITICAL" , "GRAPHICS ISSUES" ., "BALANCE ISSUES" and even then, put in order of importance. Double-reports should also be avoided. Also some of what your friends note, Creator, are very subjective opinions and seem to come from people who admittedly gave the Mod very little time, not to mention their bias towards their favourite Mod even if subconscious.

Just my 2 Cents. :thumbsupdrool:
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#59 Guest_Bug_*

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Posted 29 June 2010 - 05:39 PM

Creator, i'm sorry but i have to say this.

If your Russian friend there is complaining about robot general with the mechs... he probably needs to recognize that well, if it's that late in the game, where Robot has the mech drop, and all he has are quad cannons...... well... that's a problem.

#60 Capt.Drake

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Posted 29 June 2010 - 09:03 PM

A new version has been uploaded.
All the bugs from this list that still apply have been recorded in Pend's "To Do Book"

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