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Bug Reporting for Version 0.90


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#21 Vince

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Posted 04 August 2011 - 01:34 PM

Inf gen: The vehicle airstrip is also bugged. In a recent game the helicopter made a tour around the entire map before dropping it's cargo and ofcourse this isn't a good plan since every enemy general tries to take down the helicopter. This happend twice in one game (I bought about 20 vehicles)and when my vehicles finally dropped they were badly damaged.

#22 Guest_CrazyProf_*

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Posted 04 August 2011 - 05:01 PM

Hello,
We found the follwing bug.
Played Vs. against 6 AIs and suddenly none of my units was able to move I tried everything but they won't move. AI was still moving and attacking.
We also were able to attack and build but no walking. Flying is possible.

#23 Jester22

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Posted 09 August 2011 - 06:37 PM

As Flame General on the Mountain Guns map, playing against 4 AI opponents (AF, Demo, Robot, and Tank) on the same team, I noticed a bug for Robot General. Skynet will send out drones even when the building is at 0% built. It's defenses and drone control begin even before the building is completed, and the drones from Skynet will persist even after you destroy it. You have to kill the drones from it, or they will perpetually harass your units. I have yet to test this on other generals, but will report further findings if they differ from above post.

EDIT: Was able to play as Micro and recreate Skynet issue above.

Edited by Jester22, 09 August 2011 - 11:46 PM.

Ugh, why can't you just DIE? Seriously.

#24 lucinator

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Posted 09 August 2011 - 08:42 PM

I think I messed up the install the only ai that works is the robot gen all others dont work.

any ideas why?

Edited by lucinator, 10 August 2011 - 12:30 AM.


#25 Jester22

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Posted 09 August 2011 - 08:49 PM

Forgot to mention in the above post, but Demo Gen on Passive will build a complete base, but no units that can attack at all. I am not entirely sure this is intentional, as the other AIs will (as Passive) at least create units for attack, even if they don't spam your base with them. I am going to place him next to my start point and see if this changes behavior, because at the moment of writing, he was on the opposite side of another of my enemies, with whom he was on the same team.

Macro Robot Leonidas unit will stop being built, but the build percentage and "structure" stay on the ground and slowly sink even after destruction.

Not sure if the artillery upgrade from tech center affects this, but for Flame General, his Inferno Cannons can fire further than their view radius. Did not notice until late game, so the upgrade may or may not be causing this discrepancy.

Have played as Infantry General and did not have problems with Air Strip, possibly a map causing this? Can you post more info?

Found typos in various areas, and a couple issues with "Missing Object" (not very often, and does not effect gameplay).

Edited by Jester22, 09 August 2011 - 11:45 PM.

Ugh, why can't you just DIE? Seriously.

#26 Jester22

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Posted 11 August 2011 - 05:22 PM

Toxin General AA defense sites, and I believe the AA Scorpions as well, will fire on ground targets. However, if you have the silicon upgrade, it will not cloud the air if firing on ground targets, but will on air targets.

Is there a way to add target preferences to Defense sites? Like Missile will choose tanks, then infantry, or quad cannon/gatling will choose air, then infantry, THEN tanks and not just whatever popped into range first?
Ugh, why can't you just DIE? Seriously.

#27 Pendaelose

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Posted 12 August 2011 - 02:24 PM

Toxin General AA defense sites, and I believe the AA Scorpions as well, will fire on ground targets. However, if you have the silicon upgrade, it will not cloud the air if firing on ground targets, but will on air targets.


That's what it's meant to do. the silicon does no damage to ground targets so it isn't needed, at the same time, a missile that detonates on the ground can't put the silicon into the air to effect planes either.

Is there a way to add target preferences to Defense sites? Like Missile will choose tanks, then infantry, or quad cannon/gatling will choose air, then infantry, THEN tanks and not just whatever popped into range first?


I wish there was. Sadly the game can't do that at all.
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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.


#28 Jester22

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Posted 12 August 2011 - 03:41 PM

Wasn't sure about the Toxin AA sites firing on ground targets, since, I don't believe, most of the other AA units/defenses won't fire on ground targets. Like the Hive missile tank, Super Wep SAM sites, etc will only fire on air. I know the Silicon won't have any effect on ground units, but figured I'd be as detailed as possible. :thumbsupsmiley:
Ugh, why can't you just DIE? Seriously.

#29 Pendaelose

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Posted 12 August 2011 - 05:24 PM

no worries, more detail is always better than less. though, it is worth note that in future versions most AA, especially the GLA AA will loose it's ground attack abilities so that it can have longer range and higher damage vs aircraft. I plan on making all tier-1 AA more effective in general.
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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.


#30 Guest_maple_*

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Posted 13 August 2011 - 04:54 PM

Super weapon's Long Arm Defense does not fire any missile although its model is showing an animation

#31 Jester22

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Posted 17 August 2011 - 08:00 AM

Not entirely sure what units should and should not benefit from Grav sleds, but I am fairly certain that some that do, don't show it. I don't have a comprehensive list, but I have noticed that some will be able to scale cliffs, but not have the graphics showing they can. Also, was the grav sled movement meant to be so... "sloppy"? Tanks and humvees (etc) move in a certain "pattern", and you can intuitively grasp how they move so you can control them in a manner to have them run over infantry, but it is MUCH harder to do if you select the Gravity tech tree.
Ugh, why can't you just DIE? Seriously.

#32 FlyingDeath

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Posted 27 August 2011 - 11:26 PM

Is there a way to add target preferences to Defense sites? Like Missile will choose tanks, then infantry, or quad cannon/gatling will choose air, then infantry, THEN tanks and not just whatever popped into range first?


I wish there was. Sadly the game can't do that at all.

now i will go on to some Speculations.... its 100% theorie and i dont know if it will work...
as i know, EVERY THING in CnC-ZH can have a Primary, Secondary and Tertiary weapon (i think its not spelled right, isnt it?),
so, i think every weapon will start with Primary, then switch to Secondary or Tertiary...
so PERHAPS if a Primary AA weapon would be something like Stinger1 and can ONLY Shoot on Aircraft, then the Secondary could be Stinger2 with the SAME stats but can ONLY Shoot at Infantry... and the Tertiary should only be allowed to shoot at Tanks, so then it could PERHAPS Priotize Planes over Infantry over Tanks... but i DONT KNOW if it would work...

would be nice if someone could do some testing, as im not the best Coder outthere and have to do enough in RL... so i wont have enough sparetime to test it :(

it WOULD mean, that nearly EVERY Unit/Building needs a WEAPON rework, but it would ALSO mean, that this mod would be the ONLY one with weapon priotizin... (not a real word... damn, its too late for me to write right now). ALSO it would mean, if a AA-Rocket-Typish defense would be to weak against infantry, you could RAISE the dmg there WITHOUT Raising the dmg or Armor and COMPLETLY changin the balance of the whole game (with this Weapon or Armor type)... it COULD help... but would mean ALOT of coding...


anyway, im Excusin me if i got something wrong, hope this Ideas of mine can help you and wish you the best Pend, Keep up the REALLY FUCKIN GREAT Work on this mod, we ALL Count on you^^

Greetings from Germany:
FlyingDeath

PS: i wrote this under Influenze of Caffeine and fatigue, so please DONT Blame me for my Shitty English and or Ideas... :(

#33 Guest_Captcha_*

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Posted 28 August 2011 - 02:33 PM

China Nuke Tank Hunters (NOT the nuclear ones, didn't tech up enough to check, so could possibly affect them as well) have a rather long distance of firing capability. Don't know if this was intentional.

#34 Pendaelose

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Posted 29 August 2011 - 03:05 PM

Is there a way to add target preferences to Defense sites? Like Missile will choose tanks, then infantry, or quad cannon/gatling will choose air, then infantry, THEN tanks and not just whatever popped into range first?


I wish there was. Sadly the game can't do that at all.

now i will go on to some Speculations.... its 100% theorie and i dont know if it will work...
as i know, EVERY THING in CnC-ZH can have a Primary, Secondary and Tertiary weapon (i think its not spelled right, isnt it?)
...


That one doesn't work. I've tried it. They always prefer nearest target first.
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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.


#35 Zak

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Posted 01 September 2011 - 08:13 AM

I installed remix, but when I played it it said cant find general.exe. How can I fix it?

#36 Pendaelose

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Posted 01 September 2011 - 03:46 PM

I installed remix, but when I played it it said cant find general.exe. How can I fix it?


try using your old ZH shortcut.
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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.


#37 Pendaelose

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Posted 02 September 2011 - 02:48 PM

Why wot any of my ai work. Including the four working!


it sounds like your files are in the wrong locations. try re-installing remix by hand. follow the directions on the forum for placing the files into the right folders and renaming them manually.
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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.


#38 ApOcOlYpS

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Posted 08 September 2011 - 01:22 AM

Haven't confirmed it, but I believe if tank general ECM uplinks a GLA whole (in this case Assault General's command center) the game crashes. Was against 2 Insane Tank generals as myself and a friend (I was research, he was assault).

Edited by ApOcOlYpS, 08 September 2011 - 01:23 AM.


#39 Jono

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Posted 05 October 2011 - 04:30 PM

Every now and then if your building a defence and it get's blown up, that dozer can no longer build a defence.. Unsure if it's just a glitch normally with the game (Haven't played normal Zero Hour in a while) or whether it's your mod.

Also Aggressive AI don't stop building their buildings even when there is no room for them. They seem to layer them over the top. (I believe this will be true of Insane AI as well)

And Aggressive AI (Playing 3 Aggressive AI + Player VS 4 Aggressive AI) also break the game without a population limit or at least a slower rate of build (I believe this will be true of Insane AI as well).. They just keep building in amazingly large proportions and incredibly quick until the game can't hack it and every unit get's glitched if they are near a building (Or at least that's what my computer did even though it was only running at around 50% cpu and 75% ram).

#40 Creator

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Posted 06 October 2011 - 07:53 PM

I'm a bit late here. The mod was released more than 2 months ago. But it is better to answer late than never. I downloaded Remix 9.0 recently and tested USA only.

Overall opinion.

The mod has become much better. More reliable and beautiful than it was before. I especially like rotating missiles effect, laser general heavy tanks and cyber general carryall. But some errors remain and a some of models and cameos are simply horrible. So, I will describe bad things below.

Bugs and suggestions list (mixed):

Global:
- Terrain is not rendered in upper corners of the screen on the shellmap. I can see black holes there.
- Terrain is not rendered in upper corners of the screen in the game when zooming out to maximum.
- Deployable units block path. Other vehicles stick into them and don't move. They don't even try to go round them.
- Since your mod does not have upgrade cameos any more, it is needed to point upgrades in unit descriptions. Each description must tell which upgrades effect described unit.
- Rotating swarm of missiles used for laser and cyber generals will look better with slower animation.

SW general:
- 155mm howizer fires first shell before gun is elevated to firing angle.
- 155mm howizer hull texture has incorrect mapping.
- 155mm howizer muzzle flash appears in wrong position.
- Theater power system model has holes in tubes. You can see ground through them.
- Theater power system has blinking shadow (the most probably, an animated object has some kind of parasite object attached).
- Long arm mobile launcher and air defense platform have glitchy deploy logic. Order them to deploy, order to move to a location which is behind them, then undeploy them and deploy again. You will see how they rotate instantly. It does not happen always. I have such bug in 50% of cases. I also got a bug when they glided slowly in deployed state and got inside a mountain (under surface). I don't understand how I did it. I was just playing with moving and deploying.

Laser general:
- Missile defense system. Missiles don't disappear on the model after it has fired.
- Anubis tank has the same glitch with missiles.
- Physics lab has Strategy Center cameo.
- Physics lab is overscaled, imho. It should be slightly smaller.
- When I purchase “Pulse Laser technology” in Physics lab, all other research buttons (except two) disappear. Is it normal?
- Laser Pitbull does not change its model after antigravity upgrade. It hovers with wheels.
- AA Pitbull does not change its model after antigravity upgrade. It hovers with wheels.
- All tanks based on CnC3 Predator don't change their models after antigravity upgrade.
- Sparrowhawk fires yellow beam from nowhere. It does not have a gun. Gun needs to be drawn.
- When Anubis and Plasma gun fire their plasma weapons, explosion makes a big flash. They fire with high rate and flash becomes very annoying. And moreover, it is dangerous. Color change with frequency of 10-12hz can cause headache and bouts of epilepsy. There is not much needed for this. Just 5-6 Plasma Defenses firing at the same time for a couple of seconds. Make the flash smaller and reduce rate of fire. Compensate lowered rate of fire with higher damage. It will look much more comfortable.
- Horus tank fires plasma weapons from the middle of its model.
- It would be better to enhance Anubis and Osiris description by describing all their variants and how to get these variants.

AF general:
- Tactical Air Control tower description. “Indevidual”. Must be “Individual”.
- Stryker ATG gun texture is screwed.
- Stryker Mortar barrels texture is upside down. Barrels must be light from the top.
- Stryker gattling vehicle does not have texture for its gun. The gun is fully white.
- B-2 “Spirit” and B-2 “Oni” have the same models.

Cyber general:
- When I choose miniature design branch I can't build Labor drone. Just “Extra drone” button is available. I think that it is better to grant a builder automatically after player chooses a branch. The same thing is with macro design.
- Labor Drone has horrible shadow. It looks especially disgusting when it turns. His shadow must be round (like infantry shadow). It will look much better.
- A swarm of hellfire drones is called “Launch technics” (button description).
- AI research lab has incorrect scaffolding model. Scaffolds don't fit building size and shape.
- Heavy tomahawk firebase cameo shows wrong 3D model.
- Cruise missile launcher (mobile super weapon) has missile wings opened. Missile must open its wings after launch only.
- Cruise missile launcher (mobile super weapon) has launching bug. Missile shifts backwards before launch. Possible reason: firing bone is not located in the center of projectile model.
- When 2 “Shelob” bombers stand close to each other on the airfield their wings cross.
- Shelob bomb falls very very far from target.
- Both spider robots don't have shadows from their legs.
- Harvester rotates 90 degrees from supply source and takes supply boxes from air. It gets bored of this in some time, starts to dance and returns to getting boxes from air then. I did not touch it at all. I just built it and watched the show.
- Seeker Droid slides the ground while moving.
- HK-89 and HK-88 robots slide the ground while moving.
- “Iron Man” slides the ground while moving.
- HK-89 shells (when robot is fully upgraded) have wrong behavior. They point upwards when fired, but correct themselves and aim the target.
- AI tech lab does not build units, but can set gathering point.
- Leonidas right arm (with 2 big cannons) has stretched texture form the right.

List of bad cameos:
- USA Level 4 A-10 strike.
- USA Radar Truck.
- SW general Stationary defense 30mm cannon.
- SW general 155m Howizer.
- USA Advanced Dozer
- AF general Strykers. All cameos.
- AF general fire base defenses. All cameos except Designator.
- AF general Helipad.
- AF general “Elite ground crews” upgrade.
- AF general AC-150 gunship.
- AF general “Launch strategic bombing” special power.
- AF general “Laser point defense” upgrade.
- Light Drone Controller.
- Cyber general light defenses. Actually, they don't have their own cameos and use drone icons instead.
- Cyber general “Barbarian” robot.
- Cyber general “Shelob” bomber.
- Cyber general spiders (both).
- Cyber general “Phalanx” defense.
- Seeker Droid
- HK-89 and HK-88 robots (those baby Fafnirs).
- “Iron Man” robot
- “Scythian” robot

List of bad models (they need to be remade completely):
- USA 155m Howizer.
- USA Radar Truck.
- USA Advanced Dozer
- USA F-15.
- AF general “Hahrwale” hovercraft.
- AF general “Dolphin” hovercraft.
- AF general AC-150 gunship.
- AF general strategic relay center.
- AF general AWACS-PD.
- Cyber general drone control stations. Actually, they don't have individual models at all and you use one model for different stations. It is incorrect.
- Cyber general “Barbarian” robot.
- Cyber general heavy drone controller.
- Cyber general Avenger.
- Cyber general Cruise missile launcher.

List of improvements for models:
- SW general deployable AA launcher and two stationary AA defenses. Black boxes for missiles look bad. These boxes need to be reskinned.
- USA Satellite Relay Center has two angular radar dishes. It looks horrible. Dishes need to be redrawn.
- Cyber harvester texture needs to be improved. Looks too flat.
- “Scythian” robot needs another turret. Completely another turret, even with different design.
- Leonidas housecolor parts need to be detailed (I mean texture).
- It would be better for Leonidas to aim its guns up and down.

PS: I can give you USA Advanced Dozer if you want. This one:
Posted Image

By the way, did you change China and GLA? Do I need to test them too?

Edited by Creator, 07 October 2011 - 05:00 PM.





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