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Bug Reporting Thread Version 0.55

Jordan's Photo Jordan 25 Jun 2010

Crazy Mod Version 0.55 Bug Reporting Thread

This is the thread to report any bugs you find in the Crazy Mod Version 0.55. See below for a list of known bugs to be fixed in the next version. If there are enough, or if there is a critical bug, I may just end up making a patch for my patch for my version 0.5 of the Crazy Mod.

List of Known Bugs:
  • Buzzsaw Paladin does not attack when given an attack move command.
  • The barrels of the Emperor's Gattling Cannon upgrade are not visible. Maybe they spin so fast you can't see them! :P
  • Major Nuker's radar icon does not have the crosshair indicating it is a hero unit.
  • Terromahawk and Nunchaku tank still in-game, intentionally though. They might not be kept in the game unless something can be done with them.
  • Fan Truck does not leave a hull when destroyed.
  • Lead Beam does not leave the correct hull when destroyed.
  • MRLS shows the Black Napalm upgrade even though it has no bonus from it.
  • MRLS does not leave the correct hull when destroyed.
  • Gattling Nuke Cannon barrels do not spin.

Keep up the hunt!

-Jordan
Edited by Jordan, 30 June 2010 - 18:10.
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Su8perkillr's Photo Su8perkillr 25 Jun 2010

Is it me or cant I build the armor crawler? It is noted in tank generals description.
Terromahawk is still there, I thought you'd delete it.
No forward propulsion of target when a fan truck is ordered to attack ground.
No fan truck husk.
Nunchaku tank still there.
No shaking screen when firing the lead beam when screen is positioned like this :
Attached File  naamloos.GIF (264.38K)
Number of downloads: 32
Lead beam has gattling tank husk.
Nookah + Helix sometimes gives odd bugs, that show the stream of radiation, but doesnt show the field.
First upgrade slot on Helix is empty (nuke general)
Nookah doesnt have the crosshair hero sign.
Edited by Su8perkillr, 25 June 2010 - 13:05.
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alax's Photo alax 26 Jun 2010

i didnt see this topic but i put a pic of the gattling cannons barrels not showing up in the other 0.55 thread
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GDIZOCOM's Photo GDIZOCOM 26 Jun 2010

Did you try adding Major Nuker as a HERO in the kind of list?
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alax's Photo alax 26 Jun 2010

View Postalax, on 26 Jun 2010, 0:04, said:

View PostJordan, on 25 Jun 2010, 3:18, said:

Wow, that is really really weird. I've had issues like that before with the backwards flying MiGs. It seems to be hiding the barrels for no reason, I didn't accidentally list the barrels under HideSubObject, so I'm at a loss to why it is happening. I think I know a way to fix it though.


i'll try to get my pics up to show you exactly whats going on...

ok found the best one to show you

Posted Image

as you can see the gattling cannon's muzzle flash still shows up but the barrels dont



alright heres the pic of the emperor
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Rai's Photo Rai 29 Jun 2010

Bugs I have found:
1. MRLS for Infantry general:
1. Has a Black napalm upgrade Icon.
2. When it is destroyed, it leaves an Inferno cannon hull.
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n5p29's Photo n5p29 29 Jun 2010

Gattling Nuke Cannon turret did not rotate when firing.
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Jordan's Photo Jordan 30 Jun 2010

Ok, I really screwed up. A lot of these bugs I fixed in my Version 0.6 beta, but I didn't remember to update all of them for the version 0.55 release. However, a lot of these bugs weren't updated in either version, so this is still a big help.

The MRLS, instead of exploding on the ground, will now pop up into the air and explode, sending tires and scrap flying everywhere, like the GLA Rocket Buggy. They are actually very similar units anyways, small missile-launching bouncy wheeled platforms.

Generals descriptions are screwed up and list units not currently in the game, because I had to convert from the terrible generals.csf format to the much better generals.str format. I originally had a .csf file for the early versions, and switched over for the later versions, but I had to backwards convert a generals.str file for early versions, and some things didn't get un-updated.

The Gattling Nuke Cannon must not like the new clipped weapon. I changed a couple things, so now the barrels automatically start spinning after it deploys. This was a bit confusing, and took a while to figure out what was wrong.

Major Nuker crosshair is a easy, 2-second fix, but fixing the radiation streams from a Helix might not be possible. Put some toxin rebels in a helix, and you will probably see the same exact problem, since I based the radiation weapon off of it.

The Nuke General's helix doesn't have anything in the first upgrade spot because that is where the Black Napalm upgrade would go. Maybe a blank upgrade box could be made to fill in those empty spaces for all units. The upgrades are where they are because that is the same for all helixes.

I need to destroy every new unit in the game, and see which ones still don't show the correct hull when destroyed. I was a bit lazy when I started off.

-Jordan
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WarMenace's Photo WarMenace 30 Jun 2010

I would play the mod, but I can't since I'm working on mine that isn't compatible with the ZH patches. If anyone could tell me how to play Crazy Mod without the patches, I would play-test it and try to spot some more bugs.
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Jordan's Photo Jordan 30 Jun 2010

You should update your mod so it runs without the patches. The patch fixes numerous issues that are important, such as issues with the GLA worker gathering supplies, and when the bomb truck disguises as an Avenger, amongst others.

But, there is a way. Because the patch introduces new coding such as the disguised conditionstate for when bomb trucks disguise as a unit, you have to remove certain coding in order to run a patched mod on unpatched Zero Hour, as it doesn't recognize the new coding, and generates an error.

In americavehicle.ini, airforcegeneral.ini, lasergeneral.ini, and superweapongeneral.ini, you need to find the Avenger's art coding. You should see the following coding:

&#59;When a bombtruck disguises as an avenger, show the turret!
	ConditionState		= DISGUISED
	  Model			   = AVAVNGER
	  ShowSubObject	   = TURRET01
	End
	ConditionState		= REALLYDAMAGED DISGUISED
	  Model			   = AVAVNGER_D
	  ShowSubObject	   = TURRET01;Hide controlled turret
	End


Delete this coding for all four avengers, and you should be able to run Crazy Mod on an unpatched Zero Hour. If not, open worldbuilder, and see where it has issues, and delete or replace coding as necessary.

In the Crazy Mod 0.6, there is a file called AmericaAvenger.ini, which has all the coding for all four avengers. This should make things easier.

-Jordan
Edited by Jordan, 30 June 2010 - 18:25.
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WarMenace's Photo WarMenace 30 Jun 2010

Alright, I'll try that. Thanks a lot man.
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CJ's Photo CJ 04 Jul 2010

New bug detected, I was playing against USA (Townes to be more precise), and noticed that their missile defenders had a greater attack range than the Rocket buggy ones, not to mention that they could fire them faster than a quad cannon...
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R3ven's Photo R3ven 04 Jul 2010

View PostCJ, on 4 Jul 2010, 17:58, said:

New bug detected, I was playing against USA (Townes to be more precise), and noticed that their missile defenders had a greater attack range than the Rocket buggy ones, not to mention that they could fire them faster than a quad cannon...


AI abuses laser lock extremely.
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Jordan's Photo Jordan 04 Jul 2010

Yeah, I wonder whether or not laser lock is even worth keeping. Maybe I should just remove it, because laser-lock abusing AI missile defenders suck.

-Jordan
Edited by Jordan, 04 July 2010 - 23:55.
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CJ's Photo CJ 05 Jul 2010

View PostHuhnu, on 4 Jul 2010, 23:34, said:

View PostCJ, on 4 Jul 2010, 17:58, said:

New bug detected, I was playing against USA (Townes to be more precise), and noticed that their missile defenders had a greater attack range than the Rocket buggy ones, not to mention that they could fire them faster than a quad cannon...


AI abuses laser lock extremely.

I thought laser lock bug worked only on vehicles? D:
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Zhao's Photo Zhao 05 Jul 2010

View PostCJ, on 5 Jul 2010, 6:06, said:

View PostHuhnu, on 4 Jul 2010, 23:34, said:

View PostCJ, on 4 Jul 2010, 17:58, said:

New bug detected, I was playing against USA (Townes to be more precise), and noticed that their missile defenders had a greater attack range than the Rocket buggy ones, not to mention that they could fire them faster than a quad cannon...


AI abuses laser lock extremely.

I thought laser lock bug worked only on vehicles? D:



Nah keep *as is , the AI is still weak.
Edited by Aaron:Wii, 05 July 2010 - 07:52.
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n5p29's Photo n5p29 05 Jul 2010

View PostAaron:Wii, on 5 Jul 2010, 13:33, said:

View PostCJ, on 5 Jul 2010, 6:06, said:

View PostHuhnu, on 4 Jul 2010, 23:34, said:

View PostCJ, on 4 Jul 2010, 17:58, said:

New bug detected, I was playing against USA (Townes to be more precise), and noticed that their missile defenders had a greater attack range than the Rocket buggy ones, not to mention that they could fire them faster than a quad cannon...


AI abuses laser lock extremely.

I thought laser lock bug worked only on vehicles? D:



Nah keep *as is , the AI is still weak.

yet, it's still disturbing to see. they even didn't animated at all.
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Destiny's Photo Destiny 05 Jul 2010

View PostCJ, on 5 Jul 2010, 14:06, said:

View PostHuhnu, on 4 Jul 2010, 23:34, said:

View PostCJ, on 4 Jul 2010, 17:58, said:

New bug detected, I was playing against USA (Townes to be more precise), and noticed that their missile defenders had a greater attack range than the Rocket buggy ones, not to mention that they could fire them faster than a quad cannon...


AI abuses laser lock extremely.

I thought laser lock bug worked only on vehicles? D:

The AI can LL on practically almost EVERYTHING...buildings and people, too.
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CJ's Photo CJ 05 Jul 2010

View PostDestiny, on 5 Jul 2010, 15:33, said:

View PostCJ, on 5 Jul 2010, 14:06, said:

View PostHuhnu, on 4 Jul 2010, 23:34, said:

View PostCJ, on 4 Jul 2010, 17:58, said:

New bug detected, I was playing against USA (Townes to be more precise), and noticed that their missile defenders had a greater attack range than the Rocket buggy ones, not to mention that they could fire them faster than a quad cannon...


AI abuses laser lock extremely.

I thought laser lock bug worked only on vehicles? D:

The AI can LL on practically almost EVERYTHING...buildings and people, too.

Well, I didn't know that... In fact I never saw this bug despite playing a lot against the AI with many different mods... I only heard some players complaining about it sometimes :P
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Destiny's Photo Destiny 05 Jul 2010

View PostCJ, on 5 Jul 2010, 22:36, said:

View PostDestiny, on 5 Jul 2010, 15:33, said:

View PostCJ, on 5 Jul 2010, 14:06, said:

View PostHuhnu, on 4 Jul 2010, 23:34, said:

View PostCJ, on 4 Jul 2010, 17:58, said:

New bug detected, I was playing against USA (Townes to be more precise), and noticed that their missile defenders had a greater attack range than the Rocket buggy ones, not to mention that they could fire them faster than a quad cannon...


AI abuses laser lock extremely.

I thought laser lock bug worked only on vehicles? D:

The AI can LL on practically almost EVERYTHING...buildings and people, too.

Well, I didn't know that... In fact I never saw this bug despite playing a lot against the AI with many different mods... I only heard some players complaining about it sometimes :)

I'm still waiting for my first experience of the LL bug :P
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R3ven's Photo R3ven 07 Jul 2010

I've never run into the bug myself, but know how crap it the AI is.
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n5p29's Photo n5p29 07 Jul 2010

I found another bug.
Lead Beam have a weird big circle shadow thing that rotating/orbiting around the barrels when attacking. you only can see this from the front side.
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Jordan's Photo Jordan 07 Jul 2010

Would you be able to get a screenshot of that? Weird big circle shadow thing doesn't help all that much.

-Jordan
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Genrail's Photo Genrail 07 Jul 2010

Ummm... i think i broke the gun.... :confused:
Posted Image
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Su8perkillr's Photo Su8perkillr 07 Jul 2010

Yes you did :0
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