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Beta 4.02 Bugs/Gliches/Oddities/Illogicals
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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BW_PMC
Civilian


Joined: 31 Dec 2012
Location: Ylöjärvi, Finland

PostPosted: Mon Dec 31, 2012 12:20 pm    Post subject:  Beta 4.02 Bugs/Gliches/Oddities/Illogicals Reply with quote  Mark this post and the followings unread

Orca Fighter has value ElitePrimary that is an Red Alert 2 value

Cleavers can damage buildings through walls

GloboTech Exo-Suits leave Tiberium on the ground when they die

Viper drones leave Tiberium on the ground when they die only in a mission Fields of Green

GDI Skirmish AI builds a Deployed sensor array like it was another building

MSA has CrateGoodie=ye instead of CrateGoodie=yes

GAPLUG has incorrect foundation in art.ini correct value is Foundation=2x3

Scatterpack should have Typeimmune=yes since it can damage itself if it fires something that is on higher ground

AI Tank Hunters shoot walls in their own base

In a mission Fields of Green Scorpion tanks can shoot over GDI walls

In a map Super Bridgehead Redux AI artillery units will start firing something on the cliff in the north-east corner

Grenadier can not throw grenades over walls. In C&C and RA1 it could

AI will not build Repair Tanks and Repair Bays despite being scripted to use them

Eclipse tanks and Venom Walkers freeze when they encounter flying Jumpjet Infantry because they will not ignore it

In a skirmish base defences will not shoot Tiberium fauna even if those start to attack nearby buildings

AI units will not collectively defend the base from the Tiberium fauna attacks

If Tiberium fauna attacks unit other friendly units from the same taskforce will not come to its aid

In a skirmish units will not shoot attacking Tiberium fauna until they start take damage from it

AA capable units like Mammoth will chase enemy aircraft all the way back to enemy base unless being stopped

Player side units start shoot enemy base defence building only after they start to take fire from them plus nearby units will not help

Skirmish AI will not replace Construction Yard by building and deploying new MCV although Red Alert 1 AI does if it has MCV when Construction Yard is destroyed

EMPd AI units stay put long after EMP effect has worn out

Any building explosion by Ion Cannon could create Visceroids from nothing

Skirmish AI builds an EMP and Seismic superweapons but will not fire them

9 out 10 times AI Mole Artillery resurfaces at same spot making it easy target

Nod Skirmish AI will not build Howitzers, Cleavers or Demolition Drones. Red Alert 1 AI builds and successfully uses Demo Trucks in RA Aftermath skirmish

Nod Skirmish AI can build and keep more than one Tech Center thus wasting money

Tank railgun and Commando railgun will not damage bridges. Ship railgun will if given to tank

Scatterpack and many Globotech units do not have Elite weapons

In a mission Paradox Device you can not build on roads

Patriot EMP Missile Battery has incorrect PrimaryFireFLH and wrong missile flight pattern

In a mission Clean Slate AI Harpys will not attack or even defend themselves

X66 Mammoth Tank raises its cannon barrels for nothing when it fires MammothTusk weapon upwards

In a mission Deep Blue you have unit Railgun Commando that has Sniper Rifle not Railgun

GloboTech Exo-Suit cannon outranges even Goliath elite weapon

In a mission Paradox Device AI will sell all of its buildings for no reason when last mission objective is revealed

Goliath and Abrams tank should use different Primary weapons since Goliath is more advanced and has bigger cannon

In a mission Clean Slate Nod has Jumpjet Infantry soldiers hiding in woods instead of cyborgs

Mammoth Walker clips so bad against the War Factory roof that is should be built from dedicated factory (Side=GDIC)



SAVE390C.SAV
 Description:
Mission Deep Blue

Issues:

1. Stuck on mission, Tech Center captured and rest of the base destroyed
2. Two Orcas landed on same pad
3. Tech Center animation frozen
4. Tech Center does not consume any power

Download
 Filename:  SAVE390C.SAV
 Filesize:  1.05 MB
 Downloaded:  71 Time(s)


Last edited by BW_PMC on Mon Dec 31, 2012 5:48 pm; edited 3 times in total

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Dec 31, 2012 1:04 pm    Post subject: Re: Beta 4.02 Bugs/Gliches/Oddities/Illogicals Reply with quote  Mark this post and the followings unread

Hi, and welcome to PPM, BW_PMC. Whoa, that's a pretty comprehensive list you've compiled there. Thanks, we'll look into these.

BW_PMC wrote:
GDI Skirmish AI builds a Deployed sensor array like it was another building


Yes. I've recommended replacing this with a script that tells the AI to check for a Sensor Post, and if it has none, build a MSV from the War Factory and deploy it.

BW_PMC wrote:
GAPLUG has incorrect foundation in art.ini correct value is Foundation=2x3


The value 3x3 is correct, though the building is using the old GAPLUG image as a placeholder.

BW_PMC wrote:
AI Tank Hunters shoot walls in their own base


Does this happen in skirmish or in a singleplayer mission? The AI cannot build walls, thus it considers all walls near its base in skirmish as enemy's. In missions, however, you can prevent this by placing AI-owned/allied structures near the wall.

BW_PMC wrote:
In a mission Fields of Green Scorpion tanks can shoot over GDI walls


This can happen sometimes because of the arcing projectile of the tank. Unfortunatelly, Tiberian Sun lacks the SubjectToX flags from Red Alert 2 that could prevent this.

BW_PMC wrote:
In a map Super Bridgehead Redux AI artillery units will start firing something on the cliff in the north-east corner


Could be a wall segment. For some reason, the AI will always attack enemy/neutral walls instead of considering them neutral.

BW_PMC wrote:
Grenadier can not throw grenades over walls. In C&C and RA1 it could


It can, but it depends whether or not the target or the grenadier is right next to the wall.

BW_PMC wrote:
Eclipse tanks and Venom Walkers freeze when they encounter flying Jumpjet Infantry because they will not ignore it


Unfortunatelly you can't tell units to only ignore airbound units even if they cannot be engaged.

BW_PMC wrote:
In a skirmish base defences will not shoot Tiberium fauna even if those start to attack nearby buildings

BW_PMC wrote:
AI units will not collectively defend the base from the Tiberium fauna attacks

BW_PMC wrote:
If Tiberium fauna attacks unit other friendly units from the same taskforce will not come to its aid

BW_PMC wrote:
In a skirmish units will not shoot attacking Tiberium fauna until they start take damage from it


The fauna are considered neutral and thus they have to be attacked manually. Currently there is no workaround for this. A multiplayer map cannot have more than the four basic houses - GDI, Nod, Neutral and Special.

BW_PMC wrote:
AA capable units like Mammoth will chase enemy aircraft all the way back to enemy base unless being stopped


Unfortunate but unfixable. You need to carefully micromanage your units. On the other hand, you can use this to lure enemy AA units away from their base.

BW_PMC wrote:
plus nearby units will not help


The player's house is always considered "dumb", that is, your units won't perform tasks such as Area Guard without you telling them to.

BW_PMC wrote:
Skirmish AI will not replace Construction Yard by building and deploying new MCV although Red Alert 1 AI does if it has MCV when Construction Yard is destroyed


It should be, there must be something wrong or missing from the scripts then.

BW_PMC wrote:
EMPd AI units stay put long after EMP effect has worn out


The EMP terminates the taskforce scripts. At this moment nothing can be done to fix this.

BW_PMC wrote:
Any building explosion by Ion Cannon could create Visceroids from nothing


Any object destroyed either by Ion Cannon, Infector's rifle or gas cloud will spawn a visceroid.

BW_PMC wrote:
Nod Skirmish AI will not build Howitzers, Cleavers or Demolition Drones.


The AI is currently under reconstruction and several scripts are still missing.

BW_PMC wrote:
Nod Skirmish AI can build and keep more than one Tech Center thus wasting money


And power. Sometimes the AI builds two or three copies of any building. Especially if it has more than one construction yard.

BW_PMC wrote:
X66 Mammoth Tank raises its cannon barrels for nothing when it fires MammothTusk weapon upwards


The only workaround for this is to fix the barrels into the turret. However, this will look bad when the tank fires on targets that are on a higher or lower level.

BW_PMC wrote:
In a mission Clean Slate Nod has Jumpjet Infantry soldiers hiding in woods instead of cyborgs


The map creator propably wanted AA capable units in the woods.

BW_PMC wrote:
Mammoth Walker clips so bad against the War Factory roof that is should be built from dedicated factory (Side=GDIC)


True, but we lack active modelers to make us new buildings. Sad

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Nordos
Cyborg Cannon


Joined: 10 Jan 2012
Location: Germany, Berlin

PostPosted: Tue Jan 01, 2013 11:08 am    Post subject: Reply with quote  Mark this post and the followings unread

weren't Naval added to the game? Thus, using the alternate Warfactory already?

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Jan 01, 2013 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nordos wrote:
weren't Naval added to the game? Thus, using the alternate Warfactory already?


What do you mean? As far as I'm aware this doesn't prevent another dedicated War Factory. Just needs another GDI house clone.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Jan 02, 2013 6:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you very much for this excellent list. Several of the issues have been fixed, others are explained by Crimsonum above.

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luxycomplex
Cyborg Soldier


Joined: 03 Nov 2012

PostPosted: Mon Feb 25, 2013 7:55 pm    Post subject: Use LKO's MECHFACTORY Reply with quote  Mark this post and the followings unread

LKO's MECHFACTORY is a good option to fix this issue, of course if TI team like to implement Alternatif War Factory feature.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Feb 25, 2013 8:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

the style doesn't fit at all to GDI.
It would be also very inefficient to add an alternate warfactory just for this single unit.

Then the MMKII is better being build as a building that undeploys into the unit, or the later new GDI warfactory will be big enough for the MMKII in the first place.


Another thing that might be interesting is giving GDI 2 warfactories.
A small one that is cheap, early available, but can build only small low tech units.
A big factory for the big and powerful stuff only.

This would also match with Nod, which has the warfactory and the cyborg factory (hall of faith).

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Aug 27, 2013 5:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Not sure if this is a bug or intended... but in the Public Beta Release

Nod Mission 1 - The 2 Attack Buggies you start with both have different reports on their Machine Guns.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Aug 27, 2013 10:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Not a bug, just an attempt to add some sound variation.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Aug 27, 2013 10:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Can't you just randomize the reports of the gun then...  Confused

It just sounded odd when in that mission one buggy was DAKKADAKKA while the other one was RATTABANGBANG

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Aug 27, 2013 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

No, once a unit is produced, it is forced to use a specific sound until it is destroyed, however if more than one sound is listed on the Report= tag, the game will randomly select the sound it uses when produced. Sounds in TS aren't as flexible as those in RA2.

Note: My memory is hazy, so I could be wrong, but I'm pretty sure that's how it works for units in TS.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Aug 27, 2013 1:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

^^correct

However, i checked the staff version rules.ini and i only found one sound on the [RaiderCannon] Report.
So either the public version has more than one sound listed there, or something was added to the map itself.

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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