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Bad Boy
Joined: Fri Sep 10, 2010 1:48 am Posts: 666 Location: Halifax, Canada
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Re: B27 Bug Reports
Entropy wrote: Quite often my actors will get spooked by something and start frantically shooting at a random patch of ground or sky. There are often no enemies at all in the area, and no particular trigger seems to be present for their behaviour. Two or three in the same area will often focus on roughly the same target, while others nearby may stand around as normal.
This behaviour goes on for 1-10 seconds and the only cure seems to be to take control of the actor and move them away from the area.
It happens in regular skirmish mode, and I don't play with any major modifications installed which could feasibly affect AI behaviour. This sounds like an MOID problem, I've experienced similar things when going over the MOID limit. Next time this happens press CTRL+P and check whether the MOID count is greater than 255, if it's not then this is something else entirely.
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Fri Jun 15, 2012 4:57 am |
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Nick123q23
Joined: Thu Jun 14, 2012 2:13 am Posts: 24 Location: Inside a warblimp, blowing up your house.
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Re: B27 Bug Reports
When playing some mod factions/techs, whenever you attack or scan a site, it crashes This may not be true, because i only tried it with the zombie bots.
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Fri Jun 15, 2012 8:05 am |
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findude
Joined: Tue Dec 12, 2006 3:10 pm Posts: 495 Location: Uncertain quantum state
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Re: B27 Bug Reports
I haven't had them crash on anything but base building with their latest version. Specifically, at least the Fredeleig Plains build phase tends to crash. I suspect it's the early Installation Brain deployment it has.
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Fri Jun 15, 2012 12:17 pm |
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xenoargh
Joined: Fri Dec 30, 2011 3:33 am Posts: 276
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Re: B27 Bug Reports
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Fri Jun 15, 2012 6:00 pm |
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Galacticruler
Joined: Sat Oct 15, 2011 4:19 pm Posts: 322
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Re: B27 Bug Reports
thats all the T's in my mods list. Tiberium mod is not in there... and my virtualstore is empty. help. Attachment:
File comment: ????
abortscreen.bmp [ 1.37 MiB | Viewed 3117 times ]
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Sat Jun 16, 2012 1:35 am |
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Azakan
Joined: Mon Jan 25, 2010 7:43 pm Posts: 572 Location: Joined: Thu Jun 11, 2009 8:28 pm
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Re: B27 Bug Reports
Galacticruler wrote: thats all the T's in my mods list. Tiberium mod is not in there... and my virtualstore is empty. help.
You dont have two CC installations or so? Better check the shortcut where it leads, because that is might wierd. Also try moving all mods to another folder.
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Sat Jun 16, 2012 10:45 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: B27 Bug Reports
-Galacticruler: Don't install the game in program files if you're using Vista/Windows 7 and you should be fine.
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Sat Jun 16, 2012 11:06 am |
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CC4E
Joined: Tue Jun 12, 2012 2:38 pm Posts: 8
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Re: B27 Bug Reports
Dont know if this was already discussed, but... Is it possible that CC has extreme problems after a time you played with 2 A.I. on the same team against you? The game begin horrible to lags, sometimes you shoot trough the enemy (so they do), and after a while the hole game crashes...
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Sat Jun 16, 2012 12:07 pm |
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xenoargh
Joined: Fri Dec 30, 2011 3:33 am Posts: 276
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Re: B27 Bug Reports
If you have multiple Actors set to GoldDig on a team that aren't Brains, they quit functioning correctly after a short time.
Worse yet, when they go bad, they take down all of the other Actors as well; instead of following Brain-Hunt orders, for example, they just shut down and stand around.
The Brains, however, who are already on GoldDig... keep working just fine.
What is up with this? It's gotta be something very basic happening in the Lua, because it can happen when all you have is six diggers on two teams all on GoldDig mode. It's really weird that it shuts down every single AI loop, though. I think it has something to do with using coroutine.yield(); I don't have a lot of experience with that function but it really looks like that's where the problem may lie; it's like every single Actor's brain shuts off... unless, ironically, they are Brains.
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Sat Jun 16, 2012 3:27 pm |
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Bad Boy
Joined: Fri Sep 10, 2010 1:48 am Posts: 666 Location: Halifax, Canada
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Re: B27 Bug Reports
CC4E wrote: Dont know if this was already discussed, but... Is it possible that CC has extreme problems after a time you played with 2 A.I. on the same team against you? The game begin horrible to lags, sometimes you shoot trough the enemy (so they do), and after a while the hole game crashes... Sounds like an MOID limit problem. When the MOID count is over 255 strange things happen. Press CTRL+P to see what the MOID count is (and a bunch of other things) and if it's under 255 when that sort of thing happens this is a problem, otherwise it's just an unfortunate limitation of the game. Xenoargh: I can't say I know or understand the game's ai well, it's mostly too complex and confusing for me, but every actor state uses coroutine.yield() so if that was the problem wouldn't the bug happen for every actor state? Or do I just have no idea what I'm talking about?
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Sat Jun 16, 2012 3:50 pm |
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xenoargh
Joined: Fri Dec 30, 2011 3:33 am Posts: 276
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Re: B27 Bug Reports
Quote: I can't say I know or understand the game's ai well, it's mostly too complex and confusing for me, but every actor state uses coroutine.yield() so if that was the problem wouldn't the bug happen for every actor state? Or do I just have no idea what I'm talking about? That's exactly what's happening; the hard-coded state machines are still running (i.e., miners sit there and move their arms back and forth) and Actors continue to operate in their hard-coded way, but all of the Lua-based initiative is gone; Actors who are on Brainhunt mode, for example, quit updating and stand around, Actors on Goto quit re-pathing and get stuck,etc. I think that the Lua state machine needs to be re-written, but I'm unsure about how I'd implement the constants they're going to need; I'll have to take a look at the constants file and see if it's possible to include some new ones so that instead of using coroutine.yield() they're using a table-based routine to determine priorities and wait X frames before calculating their next steps. I think that will solve it; I'm rewriting a bunch of these routines anyway and I'll report my findings when I've had a chance to get it working.
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Sat Jun 16, 2012 6:02 pm |
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Galacticruler
Joined: Sat Oct 15, 2011 4:19 pm Posts: 322
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Re: B27 Bug Reports
Azakan wrote: You dont have two CC installations or so? Better check the shortcut where it leads, because that is might wierd. Also try moving all mods to another folder. I only have one installation(unless installing b27 over b26 is a bad idea.) Gotcha! wrote: -Galacticruler: Don't install the game in program files if you're using Vista/Windows 7 and you should be fine. its in my documents.
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Sat Jun 16, 2012 10:04 pm |
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xenoargh
Joined: Fri Dec 30, 2011 3:33 am Posts: 276
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Re: B27 Bug Reports
Did more testing with the latest B27 test build from two days ago (wasn't aware that it's being updated without versioning, that should be changed imo, so B27.001, etc.).
Anyhow, it can't load Loadouts for Techion, etc. at all.
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Mon Jun 18, 2012 2:30 am |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: B27 Bug Reports
There's no updates between builds. What have you been smoking?
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Mon Jun 18, 2012 10:05 am |
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Bad Boy
Joined: Fri Sep 10, 2010 1:48 am Posts: 666 Location: Halifax, Canada
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Re: B27 Bug Reports
Try redownloading B27 and say that again. The techion guns are pretty sweet though the nucleo is kind of useless. The gigapulsar and the nanorifle/nanogrenades are pretty damn awesome though.
Also, since it is bug reports here's the next best thing, balance reports: The nanorifle sometimes doesn't damage what it's stuck on. Doors in particular seem to avoid getting hit a lot. The teleport grenade can be used to go through doors, though that's really a door collision problem and I guess it's not a big deal. The nucleo is too bouncy, too weak, too short ranged and generally bad at everything. The browncoat fuel grenade launcher is cool but needs to shoot out more fuel or have another mode with more direction control. As is it just doesn't do much. The other grenade is fine though I think both it and the fire bomb could emit a bit more fire or the fire could be a bit more impressive looking, either way most of its damage is done when it explodes at the end, the fire bit is more of an inconvenience than anything else. The fuel bombs need a big price nerf, 10 of them are 500 and will effectively clear a screen since they keep detonating eachother.
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Mon Jun 18, 2012 1:26 pm |
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