Some 1.3.6.2 bugs

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ssuser
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Some 1.3.6.2 bugs

Post by ssuser »

Don't see a specific thread here for posting bugs in SP missions, so I will list a few here that I have hit so far as I just installed the new patch to run thru the SP campaign again.

I am seeing what appear to be grayscale textures on Pluto and the Dark Planet, however, Mire and Bane seem to be ok (Haven't gotten to Rend and Core yet). This is really noticeable on the Dark Planet, the ground textures that were vivid blue are now just gray.

2 of Shabayev's voiceover's are switched out of order on the Pluto mission where you follow the scion builder.

When in the Pluto base tunnels I get violently ejected to the surface near the "hardware hangar" and end up behind the building.

On the 2nd Dark Planet mission the scav sent to the scion geyser sticks against the wall and twice I could not push it free, this is a mission killer, as nothing happens if the scav does not get there. Maybe a dll maker could strict path the spawned scav to its trigger point.

On "Snow Blind" the Matriarch and subsequent objectives were mislabeled as what looked like otf file names rather than their proper names.

So far, I really like this patch overall, the AI is tougher and fights better, and there seem to be subtle improvements to vehicle handling and AI unit pathing as well, Graphics are also improved, with the exceptions listed above. One thing I think that needs to be addressed further is tracked vehicle behavior, the scav problem mentioned above is one point, but worse, I have found that service trucks get stuck in the base buildings, and this is a critical unit for forward support. I had a serious setback when 2 trucks did not get to where they needed to be on the "Swampy" map, and lost a pool as a result, this is NOT good.
Has anyone built a "hover" service truck, like the "hover" scav? I think this would be an excellent addin, haven't seen one in the patch, though my browsings thru the 1.3 pak and others have been just quick inspections so far.
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General BlackDragon
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Re: Some 1.3.6.2 bugs

Post by General BlackDragon »

to my knowledge no one's made a hover service truck yet...we should make one :D
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Re: Some 1.3.6.2 bugs

Post by Ded10c »

The Core textures has been an issue for a while. IIRC there was a fix floating around somewhere, but either it's become a problem again or it was never implemented in the first place.

As for the pathing, that pretty much always been universally terrible :P

Not sure what you mean by your point on Snow Blind. Where the objects labeled things like "fbrecy" or were they single words? A side effect of the mission format truncates object names at a space, so an object labelled as "Defend Tansport" would become simply "Defend".
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Re: Some 1.3.6.2 bugs

Post by Red Devil »

ssuser, please try these if you haven't already:

viewtopic.php?f=7&t=1205
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ssuser
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Re: Some 1.3.6.2 bugs

Post by ssuser »

Thanks for the fixes, but what I am seeing is stuff like this: where text should say "Power Source" it says something like "misn1003" - and I have been getting a LOT of these ever since the first bane mission. Also, more texture problems, On Thin ice much of the snow is gray and the ice is vivid pink, even some Rend textures appear to be paler than normal, and on the last Bane mission it looked like i was playing on dirty beach sand instead of snow.

Scavenger pathing is worse than i thought too, on 2nd Rend mission fully 30 percent (I counted) of my scavs became hopelessly stuck in the power plants mostly, right at the base. You have to go back and lead them out, takes forever, and I had to kill 2 of them. BIG losses in scrap and time because of this bug.
Oddly, Assault Tanks did not get stuck, is this a size problem maybe?
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Re: Some 1.3.6.2 bugs

Post by TwinShadow »

Any tracked vehicles have horrible AI pathing, known thing, probably will never be fixed. Best advice I can give on those is to not build anything in front of the Recycler and Factory if it can be helped, save for the Service Bay as units can somewhat navigate those fine, unlike other, more fuller buildings.
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Re: Some 1.3.6.2 bugs

Post by Nielk1 »

If people haven't figured out what those strings are yet, they are the IDs for the localization look-up, a feature barely used in BZ2.
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Re: Some 1.3.6.2 bugs

Post by Zero Angel »

TwinShadow wrote:Any tracked vehicles have horrible AI pathing, known thing, probably will never be fixed. Best advice I can give on those is to not build anything in front of the Recycler and Factory if it can be helped, save for the Service Bay as units can somewhat navigate those fine, unlike other, more fuller buildings.
Tracked vehicle pathing through base zones has been fixed in VSR, except for scavs and power generators. Unfortunately this won't help in any of the single player missions since VSR is a multiplayer recycler variant. However the fixes may show up in future patches. The general workaround right now is to simply 'build your base properly', ie: have unobstructed paths from your recycler to the base exit, reduce obstacles that may interfere with where your units path through, etc.
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Re: Some 1.3.6.2 bugs

Post by ssuser »

Well, I have already been doing that, though the problem is, you cannot in all situations if terrain is tight. Even so, scavs will seem to deliberately go into and stick in outlying gun towers at scrap pools as well. (And I did have a scav get stuck in the service bay anyhow, just yesterday.) NOW I am beginning to understand the bailout option new to the unit commands menu. :evil:

On the Scion/AAN mission on Bane with the bridge, I had a healer actually drive into a gun spire and sit there like it was manning the console, also, a nice expensive Titan drove into the water and died. So hopefully Ken and GSH will take to heart whatever fixes are in VSR and implement them in the core game.

I have added the hover scav to the stock recycler, and it is nice, but I have some suggestions, add a base to it where the treads were, it looks a bit clipped off, also, is there an anim to deploy this on pools if you alter the odf? Not that familiar with the bz2 anim stuff yet.

RE: the odd objectives I am getting, I misposted earlier, what it is doing is popping up a string I have found in the dll, i.e. Mission1402, Mission1105, etc. with the full name Mission in front of the numbers. If this is a localization issue as suggested what can I do about it? Running XP with SP3.
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Re: Some 1.3.6.2 bugs

Post by Zero Angel »

I imagine you would have to assign it a value in /addon/config/localize.odf
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Re: Some 1.3.6.2 bugs

Post by ssuser »

I have already looked at localize.odf, and I can see the strings that are causing the problem. After the word "Mission", any string with a 0 immediately following displays in game correctly, i.e. Mission0103, Mission0702, etc. however, the higher missions with a one or an "S" (scion) immediately following "Mission" (like Mission1002 or MissionS0501) do not display right, for example, instead of seeing things like "Convoy", or "Biometal 2" in game, I am just seeing the actual MissionXXXX as the objective. So something is not parsing correctly.
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