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BETA 0.75 BUGS


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#1 Capt.Drake

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Posted 30 June 2010 - 08:27 AM

Well this will be the new Bug topic once the new Beta is available.

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#2 Pendaelose

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Posted 30 June 2010 - 09:16 AM

given the bandwidth situation I think I'm the only person who's played 0.75, so I get to post the first bug.

RIGHT AFTER I uploaded I noticed the decal I added under the shield generator has the wrong size. It was a Diameter/Radius mix up. (Weapons are by Radius, Decals by Diameter). I fixed it immediately, but I'm not going to re-upload from scratch just for that.

If your bug was listed in the previous topic I took note of it, nothing I can fix is being written off at this point. WHEN it will get fixed is a matter or prioritizing, but they'll all be gotten in time.
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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.


#3 jaxxa

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Posted 01 July 2010 - 08:51 AM

I think I found a slight bug in the installer, regarding the directory to install to.

First it wanted to install to:
C:\Program Files (x86)\EA Games\Command & Conquer The First Decade\

Then i changed it using the file selector to:
C:\Program Files (x86)\EA Games\Command & Conquer The First Decade\Command & Conquer™ Generals Zero Hour

Then is automatically changed to:
C:\Program Files (x86)\EA Games\Command & Conquer The First Decade\Command & Conquer™ Generals Zero Hour\Remix Escalation

So I had to manually change it to:
C:\Program Files (x86)\EA Games\Command & Conquer The First Decade\Command & Conquer™ Generals Zero Hour

I am rinning TheFirstDecade version on Win7 Pro x64

#4 phenom1989

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Posted 01 July 2010 - 12:08 PM

i found an bug by Tank Gen.

The Migs can't start flying
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#5 Pendaelose

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Posted 01 July 2010 - 12:14 PM

i found an bug by Tank Gen.

The Migs can't start flying


wait, what?? what are they doing instead?

******edit1******

sonufa... yeah, china taxi locomotor got messed up. I may have accedently added "move backwards" to it when I was adding it to every tank.

That's major enough I'm going to pull the current 0.75 file and put up a new one.

******edit2******

I've fixed it an am uploading the new 0.75 copy. Apologies to everyone who got the no-Mig version. I'm correcting it now. It will be re-posted with less suck in about 45 minutes.

To make all tanks move backwards correctly I had to change "TREADS" to "FOUR_WHEELS" all around. While I was doing that I changed the jet Taxi locomotor. It actually effected ALL jets, but only the ones built on the classic China airfield were adversely effected.

I think I found a slight bug in the installer, regarding the directory to install to.

First it wanted to install to:

...

I am rinning TheFirstDecade version on Win7 Pro x64


It's a problem specific to "The First Decade" release. it uses a different registry setup than standard ZH. Theres not a whole lot I can do about it except leave the space where you can type the path in yourself. The installer app is a 3rd party software so theres limits to how I can change it's behavior.

Edited by Pendaelose, 01 July 2010 - 12:39 PM.

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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.


#6 phenom1989

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Posted 01 July 2010 - 01:10 PM

here some 2 bugs i found
http://img691.images.../sshot005s.png/
some missle was failed lol
http://img695.images...i/sshot006.png/
and construction

Edited by phenom1989, 01 July 2010 - 01:11 PM.

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#7 FlyingDeath

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Posted 01 July 2010 - 03:56 PM

I found a bug^^
the Monument from stealth spawns the wrong Mob^^
instead of th Stealthed bandits from stealth, you get some Unstealthed geuys.... and if they move a longer distance, many of them suffer from a hear-attack, course most of them, just die from walking O_o

it sucks, course they come weakened if you attak and the monument is in your base....
anyway, i LOOVE the monuments special-powers^^

PS: Stealth can build FAKE-Buildings if not to high in thech (don't know when, but in the beginning, they are enableb, and i think after Tier2 the switch-button just vanisches) but now the real hard thing... Stealth can build Fake-Scudstorm AFTER build the palace AND can upgrade it to a real one AND it has the Anti-Radar-Rockets Upgrade in it... so, i dont know, but it seams, that stealth SHOULDN'T build one, didnt he? (And perhaps someone can explain what the Anti-Radar-Missile is for, from what i have seen, it only arms the Radar-Van.... but Somehot, the sand-Wraith shoots them at Enemys Anti-Air and Radar-Vans (played against TnT and the Quad-Cannons AND Radarvans where hit by the Rockets O_o)

#8 Pendaelose

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Posted 01 July 2010 - 08:46 PM

The stealth Mob was originally not meant to be the stealth mob at all, but rather a super-sized mob. It's a "mob" of angry people that gathers at the monument... but I've gotten multiple complaints about them spawning at all so I cut them... at least I thought I did. I will twice check the mob spawn to make sure its gone.

The mob members dying on the move things is just a mob bug... every version of the angry mob does it, even in vanilla ZH. It's a pain and I usually don't build mobs because of it.

Fake building options are a bug, they were meant to be gone.
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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.


#9 olli

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Posted 02 July 2010 - 08:31 AM

I will be sad to see them go...

I quite liked them spawning. I found them useful.
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#10 Pendaelose

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Posted 02 July 2010 - 09:25 AM

well, every time it spawns a mob it isn't spawning an attack. I think that's what frustrates some.
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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.


#11 olli

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Posted 02 July 2010 - 09:49 AM

Maybe make the Spawn happen inside the enemies base instead? as one of the 90second powers? or spawn closer to the enemy base?

Tbh, I liked it as a defensive structure. sending out mobs into the field to soak up the AI's wrath.
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#12 Pendaelose

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Posted 02 July 2010 - 09:56 AM

I might be able to put a rally point on it.
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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.


#13 FlyingDeath

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Posted 02 July 2010 - 01:22 PM

don't know, but somehow Tocin gen can build Canister-Cannon if specialized in TOXINS... but somehow it seems to me that only the ACID Tree should be able to build this...
1. Description says, it sprays Acid
2. Toxin has Fogger as its own defence, Acid ONLY the Canister-Cannon

and on further Notize, if Toxin/Toxin-Gen gets Toxic-Delivery, his Canister cannon can fire across the map (Description says only Acid-Toxin-Gen can do this)

and perhaps you can remove the Tech-2 building requirement from the Canister cannon... becourse TRoxin has the fogger, but Acid has to wait for another defence...^^

#14 Pendaelose

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Posted 02 July 2010 - 03:13 PM

I won't remove the T2 requirement on the cannister cannon. Every other general has to wait until T2 for a high damage long range defense, Chem general can do the same.

The Fogger is available at T1, but it also doesn't have anywhere near the range. Originally the canister cannon was for Acid only, but after some play testing I found that Toxins tree was too weak vs enemy artillery units. That's when I first reduced the Pre-reqs on the fogger, and when it still wasn't enough I gave him access to the cannister cannons.
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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.


#15 MasterZH

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Posted 03 July 2010 - 07:37 AM

1.Stealth general mini super weapon scud (cost 1800??) tool-tip need fix it said about explosive and toxic warhead.
2.After launch rocket stay on truck.

#16 phenom1989

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Posted 03 July 2010 - 10:28 AM

when i click by Demo Gen. On the Tunnel Network Crashing my game
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PSU: Hyperion 700w

#17 Pendaelose

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Posted 03 July 2010 - 11:49 AM

1.Stealth general mini super weapon scud (cost 1800??) tool-tip need fix it said about explosive and toxic warhead.
2.After launch rocket stay on truck.



when i click by Demo Gen. On the Tunnel Network Crashing my game



Will fix both.
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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.


#18 FlyingDeath

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Posted 03 July 2010 - 10:01 PM

but somehow you have to change Toxic-Delivery, course on Toxin, he gets BOTH (Canister-Delivery AND Dark-Sky) and on Acid ONLY the Canister-Delivery (Inf-Range shot with Canister cannon) so somehow this Promotion brings Toxin-Toxin the Double use, then Acid-Toxin^^

e: oh, and the animation of the Super-Canister-Cannon doesn't work.... course it just changed the position like this:
1:sound if it where changed to the right direction, but it doesn't move
2:shoot (Suddenly its in the Right direction, but without moving, it just... Switched in a second)
3: Reload (Switched in the direction it where build, in a second, just like if it is shooting)
(Repeeats step 2-3)
4: end, just stands in the position it was build...

think you messed somethig up, course most of your Buildings/Units are moving well^^
hope to see it moving real good soon^^

Edited by FlyingDeath, 03 July 2010 - 10:17 PM.


#19 ApOcOlYpS

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Posted 03 July 2010 - 10:32 PM

VTOL optimization upgrade takes a slot in the VTOL pad (ie to get the upgrade you can only have 4 VTOL jets on the VTOL pad).

#20 Pendaelose

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Posted 04 July 2010 - 10:35 AM

4: end, just stands in the position it was build...


I've not seen that. If it broke it was just recently. I've used it a lot and now seen that bug. I'll double check it.
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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.





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