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QF2 Bug Reports
Posted: Thu Feb 20, 2014 4:49 am
by Josiah
well I didn't see one yet, and didn't want to clog your main thread, so here goes nothin...
first of all, had an insanely weird crash on the 3rd? mission where you attack the wiener base, and pastebin thought I needed to spend money to upload that much text from the log file, so here's a mediafire link instead:
https://www.mediafire.com/?24hewq25m557c29
I was just driving along in a mat? and it just stopped responding and gave me a blank fog screen...
mission where you have to pick up the civies was just irritating because the ppl would stay at their spawn point and not run to the apc's at the pickup point, had to manually order the apc's on top of them
mechanics are a pita, you tell a group to repair themselves, and they won't repair themselves if there is another non-mechanic unit on the field who is damaged... raged all over the attack the base mission, cause of that
the default butcher desc on the factory says it has vilifier missiles, but in fact has faf missiles, and they are apparently assault hardpoints, cause they can't pick up the powerup...
Code: Select all
weaponMask = 00011
weaponHard1 = "HP_ROCKET_1"
weaponName1 = "gnlatmsl" // gnlatmsl
weaponAssault1 = 0
weaponHard2 = "HP_ROCKET_2"
weaponName2 = "gnqfaf" // gnqfaf // gqntgmsl // gqconcmsl
weaponAssault2 = 0
think that's the right code from the odf...
anyway, love it so far, besides a few things here and there...
Re: QF2 Bug Reports
Posted: Thu Feb 20, 2014 5:12 am
by GSH
According to that log, you're running it on 1.3.6.4-release, which will prevent you from upgrading extractors or any other units. Try 1.3.6.4+z19.
-- GSH
Re: QF2 Bug Reports
Posted: Thu Feb 20, 2014 5:28 am
by bigbadbogie
I've seen the "blank fog screen" bug before. I have no idea what causes it, as the game doesn't crash and it doesn't leave a log file. It's like everything in the game suddenly disappears and you're stuck in a void.
Civvies should be running towards their nav-beacons. I think that they stop running when you go far away from them because they are swapped by the DLL for an invisible personClass object. It's basically a DLL-based LOD system. They will run towards any nearby APCs (because those have an invisible empty unit tapped onto them).
Mechanics are cheap to build once you have a service station up.
"gnlatmsl" is a Vilifier Msl. It has both that and an FAF Msl. Vilifier missiles are assault. They are an assault weapon which is in a combat hardpoint on the base-model Butcher. That's been done on purpose. Sort of like an over-clock. It's about showing how obsessed the QFM are with war.
It's Wwerlna (WER-NUH), not 'wiener'

Re: QF2 Bug Reports
Posted: Thu Feb 20, 2014 8:26 am
by Josiah
crash after launch of mission after destroying the olympian base:
https://www.mediafire.com/?129rmh6fz2admeo
I'll get right on the newest patch
mechanics ARE cheap(awesome!) but still they don't repair themselves by default, which is annoying.... didn't think the chinese would still be building that far into the future...
OMG wieners everywhere!!!
^not sure if aliens or orgy...
Re: QF2 Bug Reports
Posted: Thu Feb 20, 2014 8:46 am
by bigbadbogie
Yeah, I've seen that crash often. I think it's a bug in the audio system. It tends to only happen once and then you can continue without a recurring crash. It's completely random and I don't know how to fix it.
The mechanics are set to repair each other (ServiceSTs = true). If they aren't doing so, then that could be a 1.3 bug.
Re: QF2 Bug Reports
Posted: Thu Feb 20, 2014 9:38 am
by mase
Play 2,5&6 .wav are missing. Also when you start a misson and look at the console there will be a few warnings about msh files.
The surveillance towers in mission one sometimes make an instant 360° turn, as if they are reset to their starting position.
I noticed the bug with the pilots too, pretty annoying having to pickup every pilot by hand.
Re: QF2 Bug Reports
Posted: Thu Feb 20, 2014 10:13 am
by bigbadbogie
I know about the console errors. Those 'MSH' files are all the ones which are not added to binData. They are used by special effects. I had to include their XSIs only.
The only way to make the surveillance towers forget about the player (and thus allow stealth) was to remove and recreate them in an instant whenever they locked onto the player. Unfortunately, it wasn't possible to prevent that 'jump'.
I'll see if I can fix the person bug for the patch.
Re: QF2 Bug Reports
Posted: Thu Feb 20, 2014 10:32 pm
by bigbadbogie
I have a way to make the civvies move better towards their nav-beacons. As I did in mission 8, the mission 3 civvies can be created by the DLL as the LODed version at the start, so they only lose the order to move when the player is within around 150m of them. That should make things a lot better.
Re: QF2 Bug Reports
Posted: Fri Feb 21, 2014 12:22 am
by Nielk1
bigbadbogie wrote:I know about the console errors. Those 'MSH' files are all the ones which are not added to binData. They are used by special effects. I had to include their XSIs only.
This doesn't make sense.
Re: QF2 Bug Reports
Posted: Fri Feb 21, 2014 12:45 am
by General BlackDragon
BZ2 does not save weapon geometry MSH files. draw_geom.
He needs to make a dummy odf for them to make it create a mesh.
Re: QF2 Bug Reports
Posted: Fri Feb 21, 2014 1:12 am
by MrTwosheds
Yes, effects won't create the msh, so you just use a simple odf with geometry and load it into the editor, then put the msh created with your other msh files.
Re: QF2 Bug Reports
Posted: Fri Feb 21, 2014 1:34 am
by Nielk1
MrTwosheds wrote:Yes, effects won't create the msh, so you just use a simple odf with geometry and load it into the editor, then put the msh created with your other msh files.
Oh, I thought people knew to just throw them on a prop.
Re: QF2 Bug Reports
Posted: Fri Feb 21, 2014 3:04 pm
by mase
death3 and 5.wav are missing.
The laser beam gun and cannon are not visible. (At least not when I tested them in the editor)
Homing ball can easily explode short after dropping it, damaging yourself.
The wwerlna are missing a hud icon for their commbunker.
There is no sound to acknowledge a build command.
The gyerfleckta, when human piloted, will take constant damage and eventually explode.
Re: QF2 Bug Reports
Posted: Fri Feb 21, 2014 10:20 pm
by Killerstrike
im not sure if this is a bug but the drop-hip don't leave after unloading
nothing else on my end for now ... its an ok mod/game needs more voice actors hehehehe
Re: QF2 Bug Reports
Posted: Sat Feb 22, 2014 10:09 am
by mase
wsciv_Lod1_Lod1.odf is missing