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bugs and issues with new patch

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there are quite a lot of them, would be good to just revert it for new until those are fixed.

-gunships and fighters will now often display an ammo symbol over their head and try to reload on pads
-gunships and maybe other air units too will now try to repair at pads whenever they get damaged, even if no repair setting is enabled. units that show that behaviour will be automatically removed from groups for no good reason
-fighters seem to randomly ignore orders and fly off in a straight line in middle of air fight, possibly trying to get to a repair pad, this way getting shot in the back
-planes factory refusing to build if wreckage pieces are on the building area
-emp planes randomly stopping to drop their bomb after a few shots - maybe due to lua malfuntion? happened when some widget crashed and error messages started to appear in chat.
-general aircraft buggednes and random unwanted behaviour increased by at least 100%
-mexspots not showing yellow circles anymore (when pressing f4, when placing mexes it seems to be fine - or its just random malfuntion, not sure)



other issues:
-speed module dgun com are now at ~3.0 speed making it very difficult to counter them with the regular anti heavy counters such as skuttle/spy. speed modules obviously were just fine with 10% like every other com module
-way way too much impulse on leveler gun, its strong enough to push around light tanks and even stop reapers. units colliding take quite a lot of additional damage, a leveler shooting into a crowd of full hp ravagers might take as much as 90% of hp from one with just 1 shot due to collision damage. leveler vs. leveler fighs are even more ridiculous.

and probably more.
+0 / -0
11 years ago
I can confirm the mexspots bug the other's I have not encountered yet personally.
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There was an error spam in Multiplayer B149842 17 on Charlie in the Hills v2.1:

[f=0066093] Error: LuaRules::RunCallIn: error = 2, GameFrame, [string "LuaRules/Gadgets/unit_grey_goo.lua"]:94: attempt to perform arithmetic on local 'x' (a nil value)
stack traceback:
[string "LuaRules/Gadgets/unit_grey_goo.lua"]:94: in function 'getClosestWreck'
[string "LuaRules/Gadgets/unit_grey_goo.lua"]:141: in function 'GameFrame'
[string "LuaRules/gadgets.lua"]:961: in function <[string "LuaRules/gadgets.lua"]:959>
(tail call): ?
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11 years ago
Mexspots not showing yellow for me and a few others -.- very annoying
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11 years ago
planes factory refusing to build if wreckage pieces are on the building area

this will actually happen to all factories - if theres any kind of wreck in the build zone, factory is blocked.
+0 / -0


11 years ago
Gunship/fighter, grey goo and Leveler issues should be fixed now.
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zk_keys.lua has a malformed number error that causes it to kill LuaUI entirely.

Large version



My zk_keys.lua

UPDATE: And @KingRaptor has fixed it. Thanks @KingRaptor.
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Skasi
11 years ago
Ooooh the leveler impulse sounds !!FUN!!, gotta try that. Servos being op was obvious.
+0 / -0


11 years ago
From reading changes these seem to all be fixed in v1.1.2.6.
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ShadowFury I have the same issue, how did you fix it?

infolog:

Error: Lua LoadCode pcall error

0, luaui.lua, error

2, LuaUI/cawidgets.lua, error = 3, LuaUI/Configs/zk_keys.lua, [string "LuaUI/Configs/zk_keys.lua"]:56: '}' expected (to close '{' at line 2) near ']'

Loading: "luaui.lua"
[f=0007770] LuaSocketEnabled: no
[f=0007770] This game has locked LuaUI access
[f=0007770] This game has locked LuaUI access
[f=0007770] Using LUAUI_DIRNAME = LuaUI/
[f=0007770] Reloaded ctrlpanel from file: LuaUI/ctrlpanel.txt
[f=0007770] Warning
+0 / -0
Damn, and here I was hoping Leveler had got a buff! :)
+0 / -0


11 years ago
@Swappan: is that with v1.1.2.6?

From the error "'}' expected (to close '{' at line 2) near ']'", open up (or just delete) Spring/LuaUI/Configs/zk_keys.lua, scroll to the bottom of the file, and type '}', then save. That should make it proper lua.
+0 / -0
11 years ago
quote:
if theres any kind of wreck in the build zone, factory is blocked.


the cause of this is most probably that nanoframes now leave wrecks, instead of just debris, on death - which have collision volume. dont know if that was an intentional change but its screwing up factories.
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Potential solution to wrecks blocking factory build area: make factories autoreclaim things that are blocking it.

Also, it seems that COFC, that configurable advanced camera thing keeps turning off every game. At the beginning of each game, I have to manually enable it with F11.
+0 / -0
11 years ago
imo the new nanoframe turns to wreck thing is undesirable anyway, because it just unrealistic that a 1% finished anything turn into something that looks like a wreck of an actual unit. that the nano particles just disassemble in a chaotic way and leave a pile of debris is much more logical.
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11 years ago
gotta love how you included your silly opinion on speed module
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The nanoframe thing is not intentional. It was a change to maintain the old behaviour for 92.0 but stable was made before the new engine happened. It may also just be untested.
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11 years ago
Also make a proper bug report with steps to reproduce nanoframe->wreck because I cannot reproduce. Maybe even make this proper bug report on the proper bug report site.
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no steps to reproduce involved, i thought this would now happen with all nanoframes. now that i think about it, im not sure that it happened in every game i played since the patch.

http://zero-k.info/Battles/Detail/150024

at least once towards the end on the right half, a singu nanoframe turns into wreck.

http://zero-k.info/Battles/Detail/149876

a scallop dies while beeing built in my factory on the lower right corner and blocks it with wreck.
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11 years ago
ok thanks Shadowfury
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