.99e/1.0 Wishlist/buglist [add yours!]

These are old bug reports that have been closed.
george moromisato
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Shifter55 wrote:...error-free support for 0.98 and lower mods.
I need more specifics on this. What doesn't work on 0.99? [I want to know what specific piece of code or XML stopped working--not what mod.]

The more details you can give me on a bug the better.
schilcote
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I didn't read the previous post, but my intuition tells me what he's talking about. on (which I belive is used to check if an event is firing) has no binding in .99c.
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Shifter55
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george moromisato wrote:
Shifter55 wrote:...error-free support for 0.98 and lower mods.
I need more specifics on this. What doesn't work on 0.99? [I want to know what specific piece of code or XML stopped working--not what mod.]

The more details you can give me on a bug the better.
Extensions: \11_Dplayerships
active lrs, AM Launchers, Esel (balanced), IonSpeeder, ps46player, ps48 player, rama and mule upgrade, random station items, redfreighter, Salvager Nomad Store, adv sensors, t31, tow rope, TS14player and Wolfen2
Error: No Biding for symbol error
The save that I was using only did this to stations that can't install items like fuel depots, CW Starforts , CW ring style stations etc. when buying an item from these stations it gave "No binding for symbol: gInstallCriteria ### (and theInstallCriteria (itmMatches theItem theInstallCriteria)) ###".

EDIT: Sorry, I accidently deleted the more detailed post during that "accident" that I had yesterday.
Last edited by Shifter55 on Fri Sep 05, 2008 9:19 am, edited 1 time in total.
george moromisato
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Shifter55 wrote:
george moromisato wrote:
Shifter55 wrote:...error-free support for 0.98 and lower mods.
I need more specifics on this. What doesn't work on 0.99? [I want to know what specific piece of code or XML stopped working--not what mod.]

The more details you can give me on a bug the better.
Error: No Biding for symbol error or no items in loot or shop bug.
The save that I was using only did this to stations that can't install items like fuel depots, CW Starforts , CW stations etc.

EDIT: %$&% that's second time thats happened today!!!! :x
When fixing a bug, it helps me to have enough information so that I can reproduce the problem.

Unfortunately, the information that you have provided is not very useful. I recommend that you spend a little more time to write down exactly what the problem is.

A few suggestions to get you going:

1. First describe exactly the steps that you took when the bug happened. For example, you might list steps like this:

a. I started a new game with the following mods (list all the mods).
b. Then I docked with station xyz (name the station type)
c. Then I did xyz and the following error happened (describe the exact error).

2. Next, gather together all the files that you need to reproduce the problem. Include all the mods that you are using. Include your save file, if necessary. And include Debug.log if there is anything interesting.

3. If possible, set up the game so that I can reproduce the bug with your save file. For example, if the bug happens when you sell a particular item at a particular station, you should play the game until you have the exact item and are right next to the appropriate station. Then you can save the game and send me the save file.

4. Finally, package up all the files and descriptions. Either email them to me ([email protected]) or post them on some free site (like drop.io).

I know that this sounds like a lot of work. But it is even more work to fix the bug without this.
schilcote
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Bobby's towing hook mod uses the "on" thing I talked about, and so does the Afterburner.
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Periculi
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Code: Select all

(sysSetData "tow" on)
You mean that? That looks like a variable that forgot it was a string (no "" attached, it is also done for off earlier in the script making two variables assigning nil to a sysSetData data. And the initial if statement uses on again, as an undefined variable which will always return nil in that case).

Or perhaps the event <OnObjJumped> in the itemtype? On thingy?
Sideyr
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I'll skip the suggestions that are on the perpetual list and add the following:

1) I'd like to still be able to see my ship's damage readout, or some condensed format, while docked or in the ship interior view. While it's possible to guess from sound effects that an attack might be occurring, I'd really like to have some direct indication that my uncontrolled ship is being destroyed.

2) Along the same lines, it would be nice to have a quick single key way to exit all the way out of all menus and return to the cockpit.

3) I'm not really enamored with the menu controls, which assign a somewhat random key extracted from each item's title to each item. While you get used to remembering key sequences to get important things done in the long run, it's not terribly friendly to new players to have to look, hunt, and peck for each menu, particularly when trying to back out of a 3 level deep menu to return to cockpit in a hurry, as in #2. Personally, I'd rather just have up/down arrow to select, enter to activate, and escape to back out, although I could also live with some consistent labeled scheme like 1-9 assigned to the items from top to bottom and escape to back out. Using escape to back out of everything seems reasonable, though one might end up going too far to the save menu as a result. This would be fine if the save menu paused, but as it doesn't (I don't think), maybe the save menu could move to F4 or something similar.

4) Given a consistent menu UI, key bindings could cover everything and would allow a few minor changes I'd love to make (like putting stop on down arrow), but this one's been requested too many times to belabor here...

5) The process of re-enabling devices after a reactor shut-down is pretty rough on players, particularly new players who probably didn't even notice or realize the purpose of the 'b' key menu. There's not a lot of feedback to explain why your weapons aren't firing and your shield isn't recharging - at the very least, I'd like to have some flashing red text on my weapon display saying 'weapon is disabled! (enable with 'b')' or some such when I hit the fire key, and maybe some similar warning on the shield display when I take damage. Better yet, why not just have all enabled devices automatically come back online when the player's ship has fuel and their reactor can support the resting energy cost of the item without overloading. If enabled/disabled state is still needed, it should be separate from online/offline state caused by being out of fuel or overloaded. Maybe someone might still want the 'b' menu in case they've equipped some crazy item that blows their power budget in combat, but most players could ignore the menu at this point. Also, you might as well fix the shield recharge exploit at that point by causing disabling/enabling a shield to reset the shield down timer.

6) Station explosions are cool, but it might be nice if at least one of the wall segments surrounding stations like the Sung fortress (or was it a citadel - the one with 4 round walls around a central base...) were completely removed or made transparent to bullets when destroyed. The lower right one looks like you could shoot through it after it's destroyed, anyway. Maybe there's some area effect weapon that can do damage through the walls, but I had to darn near get myself killed to blow up the center station - my enhanced Yoroi shield (156 HP) was completely knocked out, and my (so far irreplaceable) front plate of orthosteel (130 HP) was damaged beyond repair, with my nose just close enough to shoot past the walls.

7) Given certain (admittedly cool) enemies like the Ferian, and the general value of looted (even damaged) weapons, one can just about ignore buy low-sell high sorts of trading in the game. Of course, then you'd need a decent economic simulation, and probably a station browser to go back and look through all the stations you'd visited and the prices you'd seen, and maybe some way for stations to broadcast their needs and products. In the interest of avoiding opening that interesting but large can of worms while still adding to the trader aspects of the game, I guess I'll just second the suggestions for trade missions: i.e. in addition to freight escort missions, you might as well throw in freight missions for smallish deliveries of high value commodities (or people) into dangerous areas. As I haven't hooked into the black market yet, I might be missing something (smuggling missions?), but there's no reason Korolov or the military shouldn't also have these.

Well, that does it for me for now... back to trying to whack the Sung empire...
Sideyr
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D'oh. Please ignore #1, as the first thing I noticed on restarting the game is that the shield/armor indicator are still visible while not in the cockpit...
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Betelgeuse
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(itmSimulatedDamage damage damageType shield/armor)

Returns how much that shield or armor would have taken if it was hit by that much damage of that damageType.
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F50
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this may have been reported already but while looking through the XML I found a typo in &stContainerHabitat; :

"\"If you want to find Arco Vaugh, go to Raisu Station. Talk to the station master there. She will help you.\
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Mutos
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May already have been written down on that thread, but I think it could add some variety to the game :

Allow <ImageVariants> tag to work inside <ShipClass> as it does for <StationType>.

It has already been discussed in this forum, at the following thread :

"Make <ImageVariants> works for ships also ?"

Thanks in advance as this could add much flavor to the encounters and generally make systems appear much more lively...
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Benoît 'Mutos' ROBIN
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Atarlost
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I'd like to see the Trenton Field Generator made competative with other level 7 shields by making it completely prevent EMP and device damage even though it permits some damage through.

As it stands it's too riskyto use even with exceptional armor because it fails to perform the critical function of 100% preventing effects that all other shields* 100% prevent.

* except luminous shields, but those only exist for the benefit of AI ships
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Aury
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-better penitent shrine/sanctuary loot
-more kill points for dragon slaver (same as earth slaver ATM; 885)
-increase amount centaurans fire weapons- ATM, they almost don't shoot... maybe increase range a little?
-fuel depots and CW fortresses should support have pteracnium fuel rods (especially the fortress, concerning the escort freighter w/ pteracnium ore mission...)
-fix vanishing drake problem (drake does not fragment w/ the shatter effect when it dies- it just vanishes and the death explosion appears)
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Terra
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My Wishlist

When you safeguard a Korolov freighter from Korolov to Sisters of Domina. After which the sisters like you a bit more. Just like probably everyone else who receives an intact freighter and the goods.

Ship Clamps, special equipment that allows the player to clamp on other ships. During that time neither the player and neither the ship that the player clamped on can damage each other.
The player can also dock with living and clamped ships. If so then there's a chance that if the crew is hostile then he could be killed, or he could 'neutralize' the crew and receive intact loot.

Oooh, when you clamp with Arco Vaughn (was that his correct last name?) and dock there is a chances that three events can happen. First, you're killed. Second, you kill Arco. Third, somehow he calms down and decides to talk with you (impossible if you killed at least one/two Centauri stations or ships).

At that time there's a dialog tree moment. With the right choices you can calm him down and even make the Centauri in the system calm down and return to their stations and become friendly to you. If you weren't able, then you either die or survive while Arco dies if you survive and live if you die.

Controlling a faction, when you have enough +reputation with them. For example, the miners (each miner station is a miner faction of it's own). After accomplishing an number of missions you can make them expand and such. Maybe build another station, or join mining efforts with another miner faction, the choices are numerous.

The above mentioned feature could also work when you want to establish your own faction, with you as the CEO or leader. Also you could set up faction operations (mining, freighter escort etc) and how many resources to dedicate for each op. For example, freighter escort mission. You dedicated four Centurion ships to safe guard it. They protect it and bring it back mostly/completely/not intact. If it's mostly intact, then the freighter company decides to give you a 25% cut of his pay. If it's completly intact then he'll give you 50% (if he tries to give less, then he's an greedy scrooge that won't change his mind). And if the ship is dead, then you get a four digit credit fine ranging from ten to fifty to fifty thousand.


---

That's most of the things I wanted I could remember...
F50
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most of that should probably get separate threads.
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