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[BUG REPORTS] June 2005 Stess test. |
Drafell Grand Admiral Mythica
Joined: May 30, 2003 Posts: 2449 From: United Kingdom
| Posted: 2005-06-24 20:11  
Post any bugs you find below. Try to number them if possible to help other players keep track.
Have fun!
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Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2005-06-24 20:50  
- [All]Bomb weapons light up when targeting well outside their range
- [All]Mined resources not correctly showing in cargo - first several loads are fine, then you start getting things like some cargo slots not filling, slots with only 1 unit of a resource and not filling, beams being off yet still mining (has to be fixed by using sy, mined resources show up in garage)
- [All]Ships not gate-spawnable cant be stored at homegates - ships are also seem to be auto-stored to the SY they came out of, rather than the last one docked at.
- [All]SY use not showing ship selection screen - need to press ESC then Play, else player view is in limbo at planet. more liable to occur with modded ships
- [All]Tachy JD text partially covered by item description - [link] - Also AMJD and HMA
- [Client]Music tracks not cycling properly
- [ICC]cant swap out assault fighters for bomber and interceptor variants on Command carrier dread - Also cant swap fighters on support station
- [ICC]PCM slots on Command Carrier are both Fore/Left
- [Kluth]Bomb weapons show 1 bomb remaing when acutally empty
- [Kluth]cycling through larve's components causes DS lockup and crash - psiwave seeker cycles up fine, crashes on second press to show larve's cannon
- [Kluth]cycling through wasp's components causes DS lockup and crash - purifier bomb cycles up fine, crashes on second press to show wasp's cannon
- [Kluth]Homing AM mines have no model
- [Kluth]Stellar Incinerator has Partical Cannon icon
- [Mir]Some armor slots are showing as tractor beams - see also UGTO extractor
- [Pirates]Engine trails on Ray scout are slightly below nacelles
- [Planets]"Luna" bug, planet diamond desync still exists
- [Planets]Politically Unstable status hangs around a very long time
- [All]Upgrade costs bit too expensive
- [All]Cant spawn ships if the SY they came from no longer exists
- [All]Ctrl+Q doesnt turn stuctures off - still listed as pause, only turns back on
- [All]; not toggling ECCM
- [Kluth]Brood Dread has 2 Fore/Left missile slots - opposed to its 1 Fore/Right, 1 Right/Left and 1 Fore
[ This Message was edited by: Doran on 2005-07-02 21:15 ]
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Sopwith Camel Grand Admiral Galactic Navy
Joined: March 07, 2002 Posts: 651 From: Toronto
| Posted: 2005-06-24 21:27  
There is a weird graphics problem when you try to cloak/uncloak the K'luth Colony (perhaps all luthy stations, but I haven't checked)... the outer "shell" simply disappears while the middle "ball" slowly fades".
And please see "Stress Test High Priority Issues" for my report on ship description errors.
[ This Message was edited by: Sopwith Camel on 2005-06-24 22:07 ]
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2005-06-24 22:23  
UGTO EAD fighters do not always launch.
UGTO EAD QST sometimes doesnt registered as "fired". Giving the player a chance to fire again and again with no energy cost.
UGTO A-34 does not fire missiles
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Yitram Fleet Admiral
Joined: March 04, 2004 Posts: 94
| Posted: 2005-06-25 12:28  
Ships can only be respawned after logging from the original sy that they came from. Well at least the ICC supply station, haven't checked with other ships yet. Even after logging, I can only spawn it at ICC planet 2, whihc is where i belive i spawned it at when i got the ship.
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Razor Cadet
Joined: June 11, 2004 Posts: 200 From: Fayetteville, North Carolina (USA)
| Posted: 2005-06-25 19:23  
SY on K'luth Home Planet #3 is broke...can't dock into it! Your ship avatar leaves, but you still see you last planet screen image and you weapons status...but no ship. And you can't continue to select Ctrl-U to come back out of the SY.
RaZoR
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Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2005-06-25 19:24  
no its not. all SYs are like that, press esc then play. and read my list of bugs
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WinterRose Fleet Admiral
Joined: April 12, 2002 Posts: 126 From: WinterRose
| Posted: 2005-06-26 17:05  
Found a bug! Whee!
Using the missle cruiser.. UGTO's.. I found that oddly enough one of the PCM slots fires a missle that's apparantly spent the last 2 hours binge drinking.. When launched.. It circles around in a bit of a upwards spiral, and actually doesn't go anywhere. This is a fully upgraded one, so it's zipping along pretty fast. The other one SEEMS to work, not too sure if it's slot or PCM related.
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Antdizzle
Joined: February 07, 2003 Posts: 860
| Posted: 2005-06-26 17:13  
thanks to taels muting us, i found a bug, i'm not listed in the lobby.
[edit] just so you know i left then came back t osee if i was unmuted:( no, was still muted)
[ This Message was edited by: -Sarge- on 2005-06-26 17:15 ]
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Lawman Fleet Admiral Sundered Weimeriners
Joined: February 28, 2003 Posts: 276 From: New Jersey
| Posted: 2005-06-26 17:38  
Quote:
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On 2005-06-24 21:27, Sopwith Camel wrote:
There is a weird graphics problem when you try to cloak/uncloak the K'luth Colony (perhaps all luthy stations, but I haven't checked)... the outer "shell" simply disappears while the middle "ball" slowly fades".
And please see "Stress Test High Priority Issues" for my report on ship description errors.
[ This Message was edited by: Sopwith Camel on 2005-06-24 22:07 ]
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| OMG ITS Sopwith Camel!
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Azreal Chief Marshal
Joined: March 14, 2004 Posts: 2816 From: United State of Texas, Houston
| Posted: 2005-06-27 07:57  
Found two that should be checked.
1. With 6 ecm on a Gang, I was fully visible by both planets and ships. My sig said I had a -7.9
2. In a wth moment, I checked to see if you can actually COB with Wasp fighters. Yep, you can.
3. RECLOAK timer on my Gang was way to low. Seemed almost instant. DECLOAK seemed fine tho.
Az
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Novacat Grand Admiral
Joined: October 30, 2001 Posts: 2337 From: Starleague Cache
| Posted: 2005-06-27 08:01  
1. With 6 ecm on a Gang, I was fully visible by both planets and ships. My sig said I had a -7.9
- You were in Planet's visual range. (Another one of those things that was boosted significantly yet nobody was told)
2. In a wth moment, I checked to see if you can actually COB with Wasp fighters. Yep, you can.
- Not really a bug, Fighters should be able to bomb even when they get close. COBing issue was because people would sit literally right becide a planet and bomb structures without the planet def able to respond.
[ This Message was edited by: RedXIII on 2005-06-27 08:01 ]
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Azreal Chief Marshal
Joined: March 14, 2004 Posts: 2816 From: United State of Texas, Houston
| Posted: 2005-06-27 10:43  
my point is, I can sit at 25 gus from the rock and spam bombers at it, and it is as lethal as doing it with bios.
Also, ECCM has a text issue in the desription.
Orbit command has disappeared. Probably due to working on the orbit bug. Could not select a planet and command an orbit.
And after very close testing, even I am saying that recloak times are too low. I counted 4 secs for a Mandy to go bye bye. That should extended to at least 8 secs I would think (double). Uncloak is really nice atm. I was able to fire at an uncloaking ship at same time he alpha'd me, only i KNEW where he'd be. This is bringing back the SUPRISE element that was lacking before.
All in all, I am getting alot happier with Beta, I must admit. GJ fellas
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Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2005-06-27 10:48  
Quote:
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On 2005-06-27 10:43, Azreal wrote:
Also, ECCM has a text issue in the desription.
Orbit command has disappeared. Probably due to working on the orbit bug. Could not select a planet and command an orbit.
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got em already (same time as you posted =) )
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Azreal Chief Marshal
Joined: March 14, 2004 Posts: 2816 From: United State of Texas, Houston
| Posted: 2005-06-27 12:30  
heh heh. sweet
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