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BranBranTheTester

Member Since 09 Nov 2019
Offline Last Active Nov 26 2020 12:53 PM

Posts I've Made

In Topic: Space Wolves Mod 0.76 (Not Wolf Lords)

10 November 2019 - 02:37 AM

 

Anyone to address those?

Personally,I love the structure of this review and I hope our brother behind this one,keeps it up for other projects as well.

Maybe a bit too nitpicky on the visuals,but nothing offensive or bad.

The models of the Space Wolf are indeed not the best.

 

Thing is,the SW are not my project and unfortunately,I do not have time to undertake an another one.Unless Deathwatch gives me his sexy Wolf Guard models.
And,we could also use this bad wolf that I have ready if you want.Deathwatch told me we should.

I guess maybe Fuggles if he wishes for a side quest to revisit it or Roderick,since he wished to tackle these guys.

 

Lastly,to BranBranTheTester:

You do not have to list the other issues in your reports.These are normal game errors from the vanilla.
You only post these if you have a missing FX,sound or pink boxes of doom.

 

Thanks for stating those, that's a real help, I wasn't too sure about the log and txt's, they just seemed to be issues to me, not a normal thing. Thanks for the feedback!

 

This is the kind of "point form" reporting we need for ALL DoW1 mod projects.

 

Also, as Kek stated, all those "other issues" are the expected standard dumps so nothing to worry about. The REAL issues to always look for in those dump files can be found HERE! Those mentioned in that thread is what we really need to know about.

Thanks, I wasn't too sure if those were issues with the mod or not, thats why I reported them, but those are the only things to look for right? I'll remember that for next time, Thanks!


In Topic: Space Wolves Mod 0.76 (Not Wolf Lords)

09 November 2019 - 11:25 AM

Hey all, I recently applied to be a tester with Unsociallobster, he made me test out Space Wolves and find some bugs, I have finished, showed him and he said to post it here for you lot!

 

Have fun reading this all!

 

I've just gone through a match of me playing space wolves against Orks, I've found multiple possible issues, I shall list them below. I've had a brief look through warnings.log soundmessages.txt & artmessages.txt they seem to also show some other mods in there (Like Nightlords etc.), I only played with space wolves enabled, there were some messages that I will copy & Paste (Since I can't attach .txt and .log files. I've also added some High - Low priority messages after the issues, that's what I think is serious or not.

 

Sound Issues:

- Long Fang Plasma Cannons extremely quiet, can only hear them with the whole squad equipped with them. (Medium Priority, would hardly notice with other guns firing)

- Rune Priests Hellfrost Ability is dead quiet, increase volume of its effects, if it has any (Medium Priority)

 

UI Issues:

- Wolf Priests UI shows him in normal marine armour, he spawns in terminator, fixes to UI may be needed as its un-immersive (low Priority)

- Wolf Priest also appears with a Jetpack in the UI, he is in terminator armour. (Low Priority)

- Librarian has a Helmet in the UI picture while he doesn't on the battlefield, fix needed (?)

- Land Raider and Land Raider Redeemer both have "Heavy Vehicle" and "Super Heavy Transport/Gunship". Possible issue?

- Land Raider Crusader doesn't have either "Heavy Vehicle" or "Super Heavy Transport/Gunship" in its description. (Low Priority since those lines are normally ignored by me, not 100% sure about others on the other hand.)

- Wolf Scouts Stalker Bolter description says the weapon is able to fire on the move, weapon doesn't do this, Needs set-up time. Possible issue with description or weapon? (Low Priority)

 

Visual Issues:

- Fenersian Wolves have an almost box-like appearance just after the collar, does not look right at all. (Medium Priority, looks out of place with its current textures, make it like a saddle then it'll look better)

- Fenersian Wolves tails look very weird and more like squished bread. (High Priority, throws me off from using them)

- Fenersian Wolves eyes are an oval shape with the fur as its colour. (Low Priority, hardly see the eyes)

- Long fangs Plasma Cannons rarely seem to make an explosion. (Medium Priority)

- Rune Priests Hellfrost blast ability needs to have a bigger visual effect, from the shooting to the impact and explosion, I didn't even notice I fired it. (high Priority)

- All helmet-less leader heads seem to have an issue with their mouths, looks very off, they also seem to have an issue with the side of there head with the connections not properly done, seams appear. (Med-High Priority, heads are ugly with those mouths.)

- Lone wolf seems too short considering he is in Terminator armour. (Low Priority)

- Terminators just a little bit too short, Terminators are slightly taller than normal marines because of their armour. (Low Priority)

- Fenersian Wolves seem to spaz out when killed by an explosion, normally falling onto their back before glitchy up and down with legs going stupid. (Low Priority)

- All Flamer weapons visuals never reach the range of the weapon, making it look like the enemy is dying without being hit. Just extend the visual range of them if possible. (Low Priority, only un-immersive)

 

Gameplay Issues:

- Longfang Heavy Bolter able to fire through the ground, making hills seem to not exist to them (the emperor must be with them), this makes maps with hills for cover useless. (High Priority)

- Long Fangs Lascannon has no set up time as it says in the description of the weapon, making vehicles disappear at first sight. (high Priority)

- long Fangs Plasma Cannons hardly ever does damage, if it misses make it so the projectile goes past the target, it's a little bit deceptive. (Medium Priority)

- Grey hunters flamers attack through the ground, making hills useless for cover. (High Priority)

- Leman Russ Exterminator's Pintle Flamers fire even if they aren't facing the enemy, the vehicle does correct itself after a couple of seconds. (Low Priority)

- Land Raider Crusader able to shoot through the ground and hills, making hills as cover useless. (High Priority)

- Wolf Scouts Stalker Bolter description says the weapon is able to fire on the move, weapon doesn't do this, Needs set-up time. Possible issue with description or weapon? (Low Priority)

 

Balance issues:

- Lone Wolf runs very quickly, way to fast since he is in terminator armour. (Medium Priority)

- Lone wolf should have more health since he is terminator armour (Medium Priority)

- Wolf priests health to low, he gets killed very quickly, considering he is also in terminator armour. (Medium Priority)

- Sky Claws are too weak, they need either some more damage or more health. (Medium Priority)

 

Other Issues:

Skinbatching appeared at amazing amounts throughout the games console and the warnings.log, it changes every time, but normally appeared like this:

17:21:34.06 SKINBATCHING -- Maximum unit shader IB size exceeded. Current size: 24048, requested addition: 819, max size: 24576. Please reduce the poly count.
17:21:34.06 Lock of skin batcher failed. This is a sad day for skin batchers everywhere.
17:21:34.06 SKINBATCHING -- Maximum unit shader VB size exceeded. Current size: 11181, requested addition: 1416, max size: 12288. Please reduce the poly count.
17:21:34.06 Lock of skin batcher failed. This is a sad day for skin batchers everywhere.

warnings.log file was 88,580kb big, consisting of those errors, plus startup and shutdown lines.

 

soundmessages.txt file also had some differences that may be errors (I'm not 100% Certain), they are as follows:

Streaming patch races/space_marines/marines_shared/marine_footfalls/footfalls_dirtsand cannot have more than 1 max polyphony
Streaming patch races/shared/bullet_impacts_heavy_armor cannot have more than 1 max polyphony
Streaming patch races/shared/bullet_impacts_heavy_armor cannot have more than 1 max polyphony
Streaming patch races/space_marines/dreadnought/footfalls cannot have more than 1 max polyphony
Streaming patch races/shared/bullet_impacts_heavy_armor cannot have more than 1 max polyphony
Streaming patch races/shared/bullet_impacts_heavy_armor cannot have more than 1 max polyphony
Streaming patch races/space_marines/troops_weapons/assault_cannon cannot have more than 1 max polyphony
Streaming patch races/space_marines/troops_weapons/assault_cannon cannot have more than 1 max polyphony
Streaming patch races/space_marines/marines_shared/marine_footfalls/footfalls_dirtsand cannot have more than 1 max polyphony
Streaming patch races/space_marines/marines_shared/marine_footfalls/footfalls_dirtsand cannot have more than 1 max polyphony

soundmessages.txt was 887kb big, containing lines that are like that, just with different weapons, names, etc.

 

artmessages.txt had some warnings appear through the text, they are as follows:

'Tankbustas': WARNING -- Motion 'thrown_2_shared' has an absolute modifier, has events, and does not ignore transitions -- it may skip events!
TEXTURES -- 'art/ebps/races/orks/texture_share/bigger_generator': has texture on 'Self Illumination' channel!
'Bigger_Generator': WARNING -- Motion 'build_2_structure_rise' has an absolute modifier, has events, and does not ignore transitions -- it may skip events!
TEXTURES -- 'art/ebps/races/orks/texture_share/generator_a': has texture on 'Self Illumination' channel!
'Generator': WARNING -- Motion 'build_2_structure_rise' has an absolute modifier, has events, and does not ignore transitions -- it may skip events!
'Mek_Shop': WARNING -- Motion 'build_2_structure_rise' has an absolute modifier, has events, and does not ignore transitions -- it may skip events!
'Pile_O_Guns': WARNING -- Motion 'build_2_structure_rise' has an absolute modifier, has events, and does not ignore transitions -- it may skip events!
'Waagh_Banner': WARNING -- Motion 'build_2_structure_rise' has an absolute modifier, has events, and does not ignore transitions -- it may skip events!
'Apothecary': WARNING -- Motion 'thrown_1' has an absolute modifier, has events, and does not ignore transitions -- it may skip events!
'Apothecary': WARNING -- Motion 'thrown_2' has an absolute modifier, has events, and does not ignore transitions -- it may skip events!
'Sergeant': WARNING -- Motion 'thrown_1_shared' has an absolute modifier, has events, and does not ignore transitions -- it may skip events!
'Sergeant': WARNING -- Motion 'thrown_2_shared' has an absolute modifier, has events, and does not ignore transitions -- it may skip events!

 

The file was 44kb Big, consisting of mainly those lines but for different objects, models, etc.

 

 

I hope this wasn't too long for you to read. Have a good day/night.