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Bugs from 5.1 over 6.0 to 6.1: A big list

Posted: Wed Jun 15, 2011 11:08 am
by Cyber
Hey guys, everybody of you know that 6.1 is released.
I listened that there are just a few testers which WANT to test it. MrTwosheds asked me to report bugs- so I do now.
First, I am glad to see the new patch, the warp seems mostly gone.
Of course, there is some new lag and need to be fixed.
Here I made a list of bugs, one of them I could fix by myself.

(1.0)(!)
The ESC-Screen: „bznopause_game.cfg“

Bug: The player list is too small; only 7 players can be shown on it. But player limit can be 14!




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Howwever, I was able to fix
this:
I included the nav-namer instead of the buttons, but- I also made the bzgame_nopause with all the 6.1 buttons:

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I am not sure of all this buttons are needed. I think the buttons in shell are enough (?).

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(2.0)
If you want to play MPI with 5 players and start with HUGE starting team the service trucks are getting useless- nobody can command team ; “Team Humans”.

(3.0)
The Constructor cant “hold”.
(3.1)
He has no “hold” –function like other units:


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(3.2)
Also, if you send him to a special place (Nav2; Servicebay) he doesn’t stay on the position he usually should. Sometimes he walk around the map, walk back to his old position or run to the enemy.

(4.0)
Sometimes the enemy build 2 factories or 2 bombers.


(5.0)
I am calling the 5th bug “the diver”. 3D- Objects problems:

(5.1)
The pilot can dive into the scout with his head. Funny thing 

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(5.2)

Vehicles, which are driving on the ground (Assaulttanks, Servicetrucks, Scavenger; mainly ISDF) drive into buildings (Armory, Guntowers, Factories etc), get stacked.
Also, the buildings have some bugs:

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Against units getting stacked: They should be cleverer in driving trough base.


(6.0)
The rocket tanks in MPI are totally stupid. They drive somewhere, stay there and don’t shoot even if they get attacked. This case happens not always, but very often.

(7.0)
At 6.1: If player-A joins a game (not started yet, 3v3 ST e.g.) and player-B leaves/rejoins/change his nick, player-A see a ghost of player-B. So it could be that there are suddenly 2 player-B in the game. Just joiners see this “ghosts”, the server see none. This a very bad bug, one of the reason peoples gets back to 5.1. So there were 2 Bobbies:

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(8.0)
After the death as pilot, the screen turns immediately (<-)LEFT before respawning. Looks very nice, but it seems causing lag.
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(9.0)
The ingame-lag is worse then in 6.0, pretty often happens: “Excessive Ping. Auto-kicked”. Probably the second reason why many people go back to 5.1.
Also, bzone.exe is taking much more CPU/RAM -> seems to be like the 1.2 bzone.exe. So I got some problems to start 2x Battlezone to host/ and still watch server list.




(10.0)
Bombers still can drive trough hills. On some maps a defence against bombers is impossible.
Same thing with furies- but isn’t very critical because the Fury is not in stock-variant and overpowered, too. Its of course fun to drive it in g66 or MPI Cmd Variant A.


(11.0)
If I join a game on 6.1, it happens often that the texture of the starting vehicles(scouts) is blank. White. Totally White.



Well. These are all bugs I got in my list.
Will post more if I find more ;)

{bac}Cyber

btw, 1.2 Scouts are still not in 1.2 style :D

Re: Bugs from 5.1 over 6.0 to 6.1: A big list

Posted: Wed Jun 15, 2011 11:17 am
by Ded10c
Most of those are known as far as i'm aware, but thanks for the extra information :)

Re: Bugs from 5.1 over 6.0 to 6.1: A big list

Posted: Wed Jun 15, 2011 2:19 pm
by GSH
All of the collision/stupid pathing bugs have been in BZ2 since 1.0. They're not new to pb6.*. Same w/ constructor hold, etc.

-- GSH

Re: Bugs from 5.1 over 6.0 to 6.1: A big list

Posted: Wed Jun 15, 2011 3:39 pm
by Cyber
The ghost bug is new to 6.1

This "typ" of lag is of course new to 6.1. It has been better in 6.0 maybe(?)

The playerlimit on ESC screen limit to 7 is new in 6.1

The turn left is new to 6.1 ( seems causing lag!).

The Bomber&Constructor "bug" is of course since 1.0- it just was an idea to make it better.

The nothing-doing rockettanks just are at 1.3, in 1.2 rockettanks were attacking fine I think (?)

Re: Bugs from 5.1 over 6.0 to 6.1: A big list

Posted: Wed Jun 15, 2011 3:40 pm
by Cyber
GSH wrote:All of the collision/stupid pathing bugs have been in BZ2 since 1.0. They're not new to pb6.*. Same w/ constructor hold, etc.

-- GSH

Another reason to fix this asap, or not?

Re: Bugs from 5.1 over 6.0 to 6.1: A big list

Posted: Wed Jun 15, 2011 3:57 pm
by GSH
Another reason to fix this asap, or not?
You seem to be under the misconception that my time to work on BZ2 is free and infinite. It's not. You seem to be under the impression that just because you're annoyed by something you can order me to jump on something.

I've noted before that redoing collision/pathing systems would be a large rewrite on the order of adding DirectX9 Fixed Function to BZ2. Go look at how long it was between 1.3pb4a (last DX6 code), 1.3ta5 (first DX9 code), 1.3pb5.1 (DX9 fixups). Hint: at least 12 months. The dates are Aug 4, 2008 / Apr 24 2009 / Sep 6 2009. Would you like to go talk to those wanting a lag fix to say that they might have a 1.3.6.1 lag fix plus better pathing in 1.3.6.7 available around July 2012? I've got less free time available now than during the DX9 rewrite, as I now own a house, have two kids, etc.

Bugs will be worked on in the priority order I decide on. Not you. Get over the disease that some people in the BZ2 community have, where they want to try and be loud & in charge. There's one person in charge, and that's me. Try appealing to me, rather than being a bossy jerk. Being a bossy jerk might win you a strat game. Being a bossy jerk might make you feel like you're going to be the next Donald Trump. But, being a bossy jerk won't make friends and influence people like me. Redoing pathing/collision will be done if and when I feel like digging into that area. Clear?

-- GSH

Re: Bugs from 5.1 over 6.0 to 6.1: A big list

Posted: Wed Jun 15, 2011 5:11 pm
by Zax
Whoa GSH I know you haven't been feeling well lately but I don't think cyber was trying to be malicious.

Re: Bugs from 5.1 over 6.0 to 6.1: A big list

Posted: Wed Jun 15, 2011 6:54 pm
by Warfreak
I think all the crap has been building him up to this point, and I don't blame him one bit, even if it was aimed at an innocent bystander.

Re: Bugs from 5.1 over 6.0 to 6.1: A big list

Posted: Wed Jun 15, 2011 7:04 pm
by MrTwosheds
Good job cyber, You of course have no way to know about the bugs we already have on bugzilla. Not actually sure if we have one for the bznopause screen since the obliteration of the old database along with bzu
And yes GSH is DA BOSS, things get done as he sees fit.
Personally I quite like the wandering constructor, little things like that give the game it character.
3d objects are one of the things that will probably never be "fixed" as the fix would just about amount to making a whole new game.
The double bomber is an AIP issue, not a coding one, not GSH's area as such, AIP's are for Mad Modders to create and submit.

Re: Bugs from 5.1 over 6.0 to 6.1: A big list

Posted: Wed Jun 15, 2011 8:05 pm
by Zax
I can give fixing the armory a shot, but there is a chance pilots will hide in it or more ships would get stuck in it (as if that wasn't a problem already). This is more speculative thinking, and it depends on what you all would think is best.

Re: Bugs from 5.1 over 6.0 to 6.1: A big list

Posted: Wed Jun 15, 2011 10:08 pm
by Ded10c
MrTwosheds wrote:The double bomber is an AIP issue, not a coding one, not GSH's area as such, AIP's are for Mad Modders to create and submit.
Under no circumstances are TheJamsh or Red Devil to hear about this issue.

Re: Bugs from 5.1 over 6.0 to 6.1: A big list

Posted: Wed Jun 15, 2011 10:17 pm
by General BlackDragon
All Stock BZ2 buildings have a PURE BOX for a collision, boxes...it's all boxes.

The boxes can be removed, and the game can generate a realistic collision for stationary buildings. But this causes alot more problems, and at the time BZ2 was made, was a strain on processors. Now days it's fine, but still has the AI/players getting suck/hiding in the collisions mess.

Re: Bugs from 5.1 over 6.0 to 6.1: A big list

Posted: Wed Jun 15, 2011 11:45 pm
by Zax
General BlackDragon wrote:All Stock BZ2 buildings have a PURE BOX for a collision, boxes...it's all boxes.

The boxes can be removed, and the game can generate a realistic collision for stationary buildings. But this causes alot more problems, and at the time BZ2 was made, was a strain on processors. Now days it's fine, but still has the AI/players getting suck/hiding in the collisions mess.
Not quite a pure box as you think. It can be any static mesh, such as if you make a building, then make a collapsed version of that building be the collision, it will read it as pseudo per-poly.

Re: Bugs from 5.1 over 6.0 to 6.1: A big list

Posted: Thu Jun 16, 2011 12:24 am
by MrTwosheds
Just removing the collision boxes is not a great idea, complex collisions use more processing, while altering one building may make no noticeable difference, the cumulative effect if it were to be done to a whole base worth of buildings would be very noticeable. And with some shapes the collision would not always work as desired. Its allot of work, that may just introduce more bugs than it solved.
Not all the buildings have collision boxes, I would think that the original designer did what he did for good reason. Animated parts will not collide without a box.

Re: Bugs from 5.1 over 6.0 to 6.1: A big list

Posted: Thu Jun 16, 2011 1:13 am
by General BlackDragon
I know, I am referring to the stock models. They're all a box, or boxes combined (see isdf recycler)