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Post by dalaranj on Jun 7, 2011 11:41:56 GMT 10
Okay, I've got two more.
When a bubble shield contacts a free floating ship piece it pushes that piece away from the ship preventing it from entering the bubble. Everything's good so far. If you pick up the piece while it is being moved by the energy of the bubble shield and try to attach it to your' ship though, it causes your' ship to spin in the opposite direction as your mouse movement.
Second, the new oxygen canisters do not mesh nicely with the oxygen warning system. If you remove a canister while you are at, for example, 18 L, you will drop to 13 without a 50% warning. I haven't experimented with very low oxygen levels, but it may be able to commit suicide by removing canisters as well.
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Post by MrInfernalBadger on Jun 8, 2011 3:01:20 GMT 10
! That is a major bug. Sorry kingoftaurus. There's nothing in html or javascript that should cause this to happen Can you let me know what browser and OS you were using? I'm not sure this is something wrong with the capt Jameson coding since i have had this happen several times before this was released. I think it may have something to do with YouTube as it has never occurred for me without having at least one YouTube video open. It has also happened in the middle of the night suggesting that excessive use of your computer has no effect on the problem. I have currently only encountered two bugs, When attacking the guardian ships that spawn as you attempt to initially connect to a station you can bring their health down to 0 before you kill them. This happens every time for me. Also, on very few occasions, i have had a guardian ship at xxx99 health, somehow i managed to deal 1 damage to the ship (only using Alpha lasers) All this encountered using Google Chrome on a windows 7 64-Bit system
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Post by MrInfernalBadger on Jun 8, 2011 3:06:43 GMT 10
Okay, I've got two more. When a bubble shield contacts a free floating ship piece it pushes that piece away from the ship preventing it from entering the bubble. Everything's good so far. If you pick up the piece while it is being moved by the energy of the bubble shield and try to attach it to your' ship though, it causes your' ship to spin in the opposite direction as your mouse movement.. I don't think this is new to Jameson as i have had this in Capt successor many times. Very frustrating in the heat of battle and your ship denies your piece
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Post by Vaconcovat on Jun 8, 2011 13:07:12 GMT 10
Options and settings dont save in between sessions. Graphics and map options are reset.
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Post by smithy on Jun 8, 2011 13:18:25 GMT 10
Options and settings dont save in between sessions. Graphics and map options are reset. After a year of playing Forever and Successor, I'm used to having to up my screen size everytime I come back. As annoying as it is. But the super annoying new thing in Jameson is having to change my nav settings every time to remember that I want enemy ships and unknown objects shown!
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Post by smithy on Jun 8, 2011 13:21:54 GMT 10
After a year of playing Forever and Successor, I'm used to having to up my screen size everytime I come back. As annoying as it is. By the way, farbs, this would be cake to do. I know the screen size is in javascript on the webpage, outside the plug-in. All the modern browsers support window.localStorage in JS and will easily let you remember the preferred screen size setting.
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jwill
Alpha Rank
Posts: 6
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Post by jwill on Jun 9, 2011 10:49:25 GMT 10
I've got a super obscure bubble shield bug for you...
Expected behaviour: Upgrading a bubble shield will expand the shield collision volume, increase the shield hp, and increase the size of the drawn circle.
Current behaviour: Upgrading a bubble shield expands the drawn circle to proper size and increases hp, but collision size remains the same.
Steps to reproduce: 1. attach a bravo shield to your ship 2. upgrade bravo shield at the juliet upgrade station 3. fly ship into scrap or be fired upon, note the collision radius is the same as a bravo shield, but the drawn size and hp is the same as a juliet shield
Additional quirk:
4: remove bubble shield, replace in same place. Collision is still wonky. 5. remove bubble shield, replace in different place. Collision is normal.
EDIT: Haven't tried moving shields back to their original place after step 5.
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Post by lucidsurreality on Jun 9, 2011 11:39:50 GMT 10
If you upgrade the bubble shield, move it to a new location, and then move it back, will the collision size be fixed?
On a related note, if you upgrade a blurst shield (in this case, I upgraded from alpha to foxtrot), the size doesn't change. I'm assuming this could potentially cause problems depending on ship design, but it makes upgrading the blurst shields less useful.
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evilc
Alpha Rank
Posts: 9
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Post by evilc on Jun 12, 2011 5:15:14 GMT 10
I had a crash today - Firefox 3.6.17 I was at the SIOI just NW of the Juliet upgrade, when I triggered the boot/jacker for the oxy (I was to N of oxy) he appeared at the S edge and got stuck on the southern strut of the oxy. As soon as I shot him, the game graphics froze, but all the sounds still worked (Occaisional radio chatter etc) and the sound of my gun firing continued. I could still open VMEDS (Could see it too) and was able to trigger the boot/jacker for the oxy again but it did not fix things. Once I exited VMEDS, the sound of my gun stopped. Whilst in this crash mode, I tried thruster buttons and fire but no sound from them.
Really annoying - I was just about to go capture a j station and "win". I had: 3x chrono triggers 1x snipe and 2x regular h lasers about 8 f bubbles plus 4 h bubbles 3 air tanks 3 f repair modules 3 blurst shields and engines enough to make it move / turn / strafe nice and quick
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jwill
Alpha Rank
Posts: 6
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Post by jwill on Jun 12, 2011 7:34:59 GMT 10
Hey evilc, this is a pretty common bug. It's been reported before in this thread.
By the way, I've found you can sort of avoid it if you have the whole station in view when you contact it on telnet, since the pirate jammer guards always spawn offscreen. Other than that, just put lots of money in banks before trying to capture juliet stations :/
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Post by moth on Jun 17, 2011 7:04:09 GMT 10
As i approach enemies, they start muttering threats at me. Most of these transmissions generate circular radio ripples, but not the first one from each ship.
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Post by Farbs on Jun 17, 2011 11:19:31 GMT 10
As i approach enemies, they start muttering threats at me. Most of these transmissions generate circular radio ripples, but not the first one from each ship. Ta for the report. Are they onscreen when they first broadcast? If not, are you sure they aren't just too far away?
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amade
Charlie Rank
Posts: 41
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Post by amade on Jun 17, 2011 11:37:51 GMT 10
I noticed the same behaviour too but had always thought it was because the first transmission was too far away. Does the radio ripple have a limited range or lifetime?
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Post by Farbs on Jun 17, 2011 11:54:08 GMT 10
Yep, it fades out after a while.
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Post by moth on Jun 17, 2011 20:43:28 GMT 10
It's hard to tell but i don't think i've ever seen a vessel begin transmission on-screen and fail to radio ripple. I think i've zoomed onto a couple so that they are on-screen before their transmission is over, but without me seeing a radio ripple, but as i have to match transmission name with module data name to tell who it came from, detection is sufficiently error prone that i couldn't swear too it.
Does the game save on generating ripples that you'd be too far away to receive, without allowing for your movement?
I notice this most when moving cautiously towards enemies. It feels wrong that i receive their threat but often don't see a ripple to tell me who is threatening me. Even if the ripple is very faint and so large it looks like a straight line, it would still provide useful information.
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amade
Charlie Rank
Posts: 41
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Post by amade on Jun 18, 2011 19:22:31 GMT 10
Playing 0.3 now and I've been paying more attention to the radio ripples. I can confirm I do get a ripple for the first transmission, sometimes I don't so I guess it's just because it's too far away. Something I've noticed since 0.2 is the tendency for enemy ships to use uniboosters and twinboosters instead of regular ones. Is this intentional? I haven't found a single regular booster in 0.3 except on guardian ships (though this might be because I'm still fighting below charlie ships which tend to be on the small side). 0.3 began quite auspiciously, I started on the inferno sector and immediately found 2 alpha blurst shields and 2 oxy tanks (though I could only salvage one tank because the other one flew into the burning asteroid field). New way of defeating guardian ships: luring them into asteroid fields
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Post by Vaconcovat on Jun 22, 2011 20:29:42 GMT 10
Hmmm. I was in the death-fade-out (Dont worry, i was only bravo/charlie lvl and got lost in the asteroids :\) and accidentally clicked out of the flash window, causing VMEDS to come up, due to the lack of focus. At this point i could not interact with VMEDS at all and was forced t refresh the page. No losses on my end of things, just I took 5 min out of my time finding new batteries for my keyboard that I didnt need. I'm going to try and replicate the bug now. EDIT: I can replicate it. While waiting for my oxy to go down, I entertained myself by shooting off the solar arrays on the dck station - and i think i found another bug - confirming it now EDIT EDIT: Yep, I have another bug. I can't really explain it so I'll grab some screenshots EDIT EDIT EDIT: Screenshots. Observe the circled module. Invincible, right? Well, if I destroy this solar array... this happens ...Making this module change types... And finally allowing me to do this. Not a gamebreaking bug report, just a few nitpicky details.
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Post by Farbs on Jun 23, 2011 13:22:13 GMT 10
Haha, that is hilarious! As you can probably guess, in code Station Girders are actually the same as Solar Arrays. I've just been checking whether they have child modules and having them act as one or the other. Obviously this has an unintended side effect Thanks for the reports. I've made notes for each.
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amade
Charlie Rank
Posts: 41
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Post by amade on Jun 27, 2011 20:48:52 GMT 10
I noticed that my shield bubble was damaged, even though it's completely surrounded by blurst shields: Screenshot was taken just after a fight with a a Juliet class ship. Similarly, I shot at a Bank station's bubble shield with my Juliet lasers and although the shield generator was shielded by a girder it took damage, however I don't think the shots even touched the girder, rather it seems as if the generator was taking damage from shots to its bubble shields instead. Is it a bug or feature? Is it possible to overload rather than just deplete the energy in bubble shields so that it would damage itself? In both cases multiple Juliet lasers hit the shields (enemy had a bank full of Juliet lasers when shooting at me while I had a 3x Chrono Gear enhanced Juliet lasers shooting at the bank).
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amade
Charlie Rank
Posts: 41
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Post by amade on Jun 28, 2011 11:17:40 GMT 10
I've figured it out now by testing on a higher level bank station shield. If the shield has been depleted and you keep shooting through it's field the moment it tries to reboot it will take damage if your shot is still going through the shield's field even if you never hit the generator itself.
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