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VR_Rat Joined: 20 January 2006 Posts: 396 |
29 January 2007 01:40 (UK time)
Post any and all bugs you find with the beta here some James can fix them. NOTE(if there really is another place to tell James about bugs then ignore this.) When crash is enable the player can walk over solids VERY slowly. You need to login to create posts in this thread. |
me_mantis Joined: 26 September 2003 Posts: 1152 |
29 January 2007 17:07 (UK time)
MP bugs... I'm pretty sure these have already been reported, but here we go again. Hitting the 't' key when typing in the server name field brings up the mp time limit. I'd suggest unbinding this associaton, because its pretty easy to click on the time button. Starting a MP game with a missing maplist starts a server and then says "NOO you can't start because the maplist isn't here." Then you've gotta restart the game to host again. You need to login to create posts in this thread. |
Erik Joined: 16 August 2006 Posts: 424 |
29 January 2007 18:55 (UK time)
I tried the editors and the first level at single player. Pretty nice, no bugs as i can see. But three questions, How do i add things to the palette in Mapeditor? And can i move over old m2 mods to the new (M2 beta)? And can i put in the drag-over function from the the old m2? You need to login to create posts in this thread. |
mike323 Posts: 745 |
30 January 2007 04:27 (UK time)
You right click on the sector and choose Add to Palette. You drag from one directory to the new one. Drag over function? What do you mean? You need to login to create posts in this thread. |
James Bunting Posts: 1308 |
30 January 2007 08:57 (UK time)
As far as I am aware the only thing that needs changing in mods is the gif files need to be converted to FLC. The whole "video format thing" is under review so things could all change again. FLC files are not the ideal solution. There are still a bunch of bugs to fix up and I expect a series of small beta patches to be released over the next couple of weeks. James You need to login to create posts in this thread. |
Erik Joined: 16 August 2006 Posts: 424 |
30 January 2007 15:51 (UK time)
Mike, i mean the function that makes you control your allies like 'follow' 'guard' etc Edit: I got the answear to one of the questions, yes you can move old mods Edited: 30 January 2007 15:52 You need to login to create posts in this thread. |
40oz Official Sponsor Joined: 03 January 2004 Posts: 1799 |
31 January 2007 01:39 (UK time)
No changelog?
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James Bunting Posts: 1308 |
31 January 2007 01:47 (UK time)
Its all included but not actually on-line. Well actually it is now... You need to login to create posts in this thread. |
mike323 Posts: 745 |
31 January 2007 06:53 (UK time)
Love how the guarding AI pauses every so often now! And sector palette! Must be Christmas again! You need to login to create posts in this thread. |
Erik Joined: 16 August 2006 Posts: 424 |
31 January 2007 16:50 (UK time)
i know, i noticed that with pauses in guarding too, it is very nice stuff You need to login to create posts in this thread. |
Erik Joined: 16 August 2006 Posts: 424 |
31 January 2007 18:45 (UK time)
One thing you may want to change (James); the credits so other mod-makers can change them after their needs. Moddable credits would be in handy:-) You need to login to create posts in this thread. |
40oz Official Sponsor Joined: 03 January 2004 Posts: 1799 |
31 January 2007 21:53 (UK time)
I say allow for additional credits, because erasing credits and abuse would be possible. Maybe there could be 2 forms of credits. M2 credits (cannot be modified) and Mod Credits (Can be modified)
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arezey Joined: 16 June 2005 Posts: 1599 |
31 January 2007 21:56 (UK time)
I agree with Papercut, let the M2 credits be as they are. You need to login to create posts in this thread. |
Erik Joined: 16 August 2006 Posts: 424 |
01 February 2007 13:00 (UK time)
Ok, i guess you're right. But two credits could be a solution to this. You need to login to create posts in this thread. |
me_mantis Joined: 26 September 2003 Posts: 1152 |
01 February 2007 23:33 (UK time)
Woohooo! Cars don't turn when you aren't moving forward! I got my first 35 minutes of mp testing in and we only had 1 network drop (the networks fault) and 1 host crash when the map changed. Other than that, it was awesome. You need to login to create posts in this thread. |
James Bunting Posts: 1308 |
02 February 2007 08:49 (UK time)
I think a "Mod Information" menu item leading to a screen showing mod information could work well. This screen could simply be a bitmap image or something that is stretched to fill the screen. Could this be trade off between protecting the original M2 credits and showing credits for a mod? Perhaps the actual text in the menu "Mod Information" could be custimised in game.ini ? Apart from the credits "chat" and MP bugs (which are being adressed, albiet slowly) I am not getting many bug reports. Does this mean that there are not many bugs or that nobody is playing the beta? James You need to login to create posts in this thread. |
Erik Joined: 16 August 2006 Posts: 424 |
02 February 2007 12:55 (UK time)
Im playing/testing modding of my own creations via the m2-BETA. it works fine, not so many crashes this time! You need to login to create posts in this thread. |
VR_Rat Joined: 20 January 2006 Posts: 396 |
03 February 2007 13:37 (UK time)
I thought i mentioned how you can walk over solids when crash is enabled as infantry. Maybe you should enable the crash for only vehicles unless you are implementing it for knockback. I'd like to see knockback for when vehical a hits a none moving vehicle b and they both get knocked back by the same amount. You need to login to create posts in this thread. |
me_mantis Joined: 26 September 2003 Posts: 1152 |
06 February 2007 04:13 (UK time)
I did some mp testing, not much, but it rocked. However, I wasn't able to get my friend to spawn in the Ravager of Time mod.. he appeared on the spawn zone and bounced around when he pressed space, but after a while he dissapeared. There was also one crash when the level switched. I will play it more soon. You need to login to create posts in this thread. |
James Bunting Posts: 1308 |
06 February 2007 08:49 (UK time)
The "crash" command is a secret/test/easter egg thing, its designed for fun at the moment. Perhaps the changelog should be updated to make this clear. We have observed problems with the multiplayer spawning after level switching. There are also some other issues to clear up with the MP, mostly related to scripting related stuff (PDA and other messages apearing on the wrong machines etc). Jmaes You need to login to create posts in this thread. |
Erik Joined: 16 August 2006 Posts: 424 |
06 February 2007 14:48 (UK time)
What is crash, and how do i 'activate' it? I would really like to know You need to login to create posts in this thread. |
James Bunting Posts: 1308 |
06 February 2007 19:35 (UK time)
Crash is a console command that makes vehicles bounce on impact. It is especially funny when 2 cars hit head on etc. Just type "crash" in the console to toggle it. James You need to login to create posts in this thread. |
mike323 Posts: 745 |
07 February 2007 01:42 (UK time)
Well, heres some bugs I see: - The game seems to hang up for like 500ms in a sequential pattern - So far, two desktop crashes while reloading game data, one returned a message "Unable to allocate memory buffer" - The muzzle flashes flash 2/3 of the time. You need to login to create posts in this thread. |
Erik Joined: 16 August 2006 Posts: 424 |
09 February 2007 17:08 (UK time)
thanks for the answear James. I found the same thing VR_Rat found, you can walk over solids and walk on water. And another thing, (i noticed first after playing crash.map with crash enabled,) that airplanes can drive backwards, a real airplane cant perform that So just make a change there. You need to login to create posts in this thread. |
1up Joined: 25 January 2007 Posts: 153 |
11 February 2007 04:36 (UK time)
Not to mention airplanes CANNOT hover, with exception to the Harrier lmao. ^It all makes perfect sense. Expressed by dollars & cents / Pounds, Shillings & Pence.^ -Roger Waters, ^Perfect Sense^ Another thing, Flamethrowers DO NOT have that range!(+ the flames are more compressed in like a beam). The MLRS should not be that weak or fast firing. They are used for long-range, surgical strikes from up to 50 miles away! PS: Harrier AND F-22 Raptor...srry
Edited: 15 February 2007 22:31 You need to login to create posts in this thread. |
40oz Official Sponsor Joined: 03 January 2004 Posts: 1799 |
16 February 2007 02:34 (UK time)
I think I'm gonna have to make a meteor mod that suits all of 1ups needs =P
Edited: 16 February 2007 02:34 You need to login to create posts in this thread. |
1up Joined: 25 January 2007 Posts: 153 |
22 February 2008 01:12 (UK time)
things that go bump in the night? lol wow...is it me or do units get "stuck" way too often? turn a corner, you have to backtrack to unstick them repeat for every time this happens = nightmare btw, for projectile speeds etc(i am not sure if it has been noted yet) if you have a projectile going faster than the amount of )length( on said projectile (if it isnt long enough to match the speed) then the projectile has a bad tendency of flying past the target in question...without any effect
Edited: 22 February 2008 01:14 You need to login to create posts in this thread. |
Dthdealer Joined: 10 March 2007 Posts: 476 |
22 February 2008 06:26 (UK time)
Fast projectiles (not -1 speed) fly through walls as well. The pathfinding for units following you also sucks. And somewhat annoying, I came across this with Boogles, if an object drops lets say 20 objects when it dies, the game gets stuck in a loop if you have an SC_OnObjectDeath for that unit. You all probably knwo the collision is Rod2 test sucked, well while playing R.O.T. I experienced it a few times.
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nyasudah Official Sponsor Joined: 06 February 2005 Posts: 832 |
31 August 2008 06:34 (UK time)
I found a very minor bug: the message counter in the pda doesnt work right though in the old beta it was ok
Edited: 31 August 2008 06:37 You need to login to create posts in this thread. |
DarkRain Joined: 01 March 2007 Posts: 1193 |
31 August 2008 16:06 (UK time)
PetiX wrote: There are so many messages and it says that there is only one!
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Canuck Joined: 31 August 2007 Posts: 419 |
31 August 2008 17:48 (UK time)
I never noticed that. Another minor one I discovered when I was making my mod is that, in missions with time limits, the countdown doesn't stop when you pause the game or open the menu! This bug is partcularly annoying in my mod, as almost all the missions have time limits... You need to login to create posts in this thread. |
ParaSait Joined: 26 June 2007 Posts: 1478 |
01 September 2008 17:44 (UK time)
PetiX wrote: For me, it even says "0 messages". How come that I never noticed this before? o.Ô
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