- Login to post comments
Fri, 2010-01-15 13:36
o [MAP] Rivers of Refener - causes crashes (total freeze - no error msg)
o [MAP] Rivers of Refener - Occasionally some Tiberium Riparius' aren't displayed
o [MAP] Connexion - vehicles attack Ground on certain spots - consult mapper
o [UNIT] Occasionally only Guntowers of Hovertanks are displayed - drive disappears. reappearance upon relocation of the unit
o [UNIT] Repair tanks can't repair Hovertanks on certain spots, neither manually nor via guard-mode - random appearance. Repair possible upon relocation of the unit.
o [AI] Enemy Ioncanon always attacks cloaked targets first. Having a cloaked harvester basically nullifies this attack.
o [AI] Nod doesn't use nukes & visceroids
o [AI] visceroids turn neutral after a couple of seconds upon being spawned - and stay that way
o [AI] Standing units always fallow targets which they spotted. Especially annoying in artillery vs harvester cases when your defense goes on tour. Guard-mode doesn't fix this, for artilleries at least.
o [AI] Builds 4 Airstrips instead of the allowed 3
Hope I was of help. I will keep the reports coming in as soon as I spot some new problems. And oh yes: AI doesn't use naval units but I can't say I'd blame you for that =/
Edit: AWESOME WORK on the mod btw - I'm especially impressed by the guardmode of the repair tanks (as long as no harvesters are around )
o [MAP] Rivers of Refener - Occasionally some Tiberium Riparius' aren't displayed
o [MAP] Connexion - vehicles attack Ground on certain spots - consult mapper
o [UNIT] Occasionally only Guntowers of Hovertanks are displayed - drive disappears. reappearance upon relocation of the unit
o [UNIT] Repair tanks can't repair Hovertanks on certain spots, neither manually nor via guard-mode - random appearance. Repair possible upon relocation of the unit.
o [AI] Enemy Ioncanon always attacks cloaked targets first. Having a cloaked harvester basically nullifies this attack.
o [AI] Nod doesn't use nukes & visceroids
o [AI] visceroids turn neutral after a couple of seconds upon being spawned - and stay that way
o [AI] Standing units always fallow targets which they spotted. Especially annoying in artillery vs harvester cases when your defense goes on tour. Guard-mode doesn't fix this, for artilleries at least.
o [AI] Builds 4 Airstrips instead of the allowed 3
Hope I was of help. I will keep the reports coming in as soon as I spot some new problems. And oh yes: AI doesn't use naval units but I can't say I'd blame you for that =/
Edit: AWESOME WORK on the mod btw - I'm especially impressed by the guardmode of the repair tanks (as long as no harvesters are around )
Fri, 2010-01-15 19:15
#2
Rivers of revefener:
I haven't played all maps yet. but I played the bigger ones about 4-8 times each, though. so far, crashes only appeared on RoR which I tried three times in total now, each game (5 AIs) beeing interrupted by a crash. the invisible TRs only occurred the last time I played it, they were still functional but only a total of 3 in the east of the map were visible. I didn't look into checking reoccurrence yet. Other than that no crashes occurred ever.
Connexion:
I checked again and yes, it was only this triple-tree thingy in south-west next to the center-isle
Paranoid:
maybe it would be best to turn paranoid (allied AI) and/or super weapons into seperate options you can choose from before starting the game, just like "fast game" for example. Of course, I don't quite know if that's even possible D:
In any case I'm happy to hear about the changes you are currently working on - keep it going, man
I haven't played all maps yet. but I played the bigger ones about 4-8 times each, though. so far, crashes only appeared on RoR which I tried three times in total now, each game (5 AIs) beeing interrupted by a crash. the invisible TRs only occurred the last time I played it, they were still functional but only a total of 3 in the east of the map were visible. I didn't look into checking reoccurrence yet. Other than that no crashes occurred ever.
Connexion:
I checked again and yes, it was only this triple-tree thingy in south-west next to the center-isle
Paranoid:
maybe it would be best to turn paranoid (allied AI) and/or super weapons into seperate options you can choose from before starting the game, just like "fast game" for example. Of course, I don't quite know if that's even possible D:
In any case I'm happy to hear about the changes you are currently working on - keep it going, man
Sat, 2010-01-16 01:13
#3
I haven't played all maps yet. but I played the bigger ones about 4-8 times each, though. so far, crashes only appeared on RoR which I tried three times in total now, each game (5 AIs) beeing interrupted by a crash. the invisible TRs only occurred the last time I played it, they were still functional but only a total of 3 in the east of the map were visible. I didn't look into checking reoccurrence yet. Other than that no crashes occurred ever.
Weird... I'll and look further into what exactly is up with that map, although on first sight everything seems exactly fine in the map editor.
I checked again and yes, it was only this triple-tree thingy in south-west next to the center-isle
Alright, that should be fixed already then
maybe it would be best to turn paranoid (allied AI) and/or super weapons into seperate options you can choose from before starting the game, just like "fast game" for example. Of course, I don't quite know if that's even possible D:
Yes, this is something many mods and people are wishing for, but unfortunately no such logic exists and there's only few people active in the C&C modding community that might be able to do it.
In any case I'm happy to hear about the changes you are currently working on - keep it going, man
Thanks
Mon, 2010-01-25 15:14
#4
here we go again. I think you already know most of 'em but I'll list them anyway.
- The Music overmodulates randomly. Music Volume also turns down to near silence randomly.
- APC and Phase Transport will only sometimes allow to carry infantry. Transport helicopter works fine though.
- Carryall displays five squares when selected, suggesting the ability to carry five units (which it doesn't ingame, of course)
- When FOW is disabled, explosions, craters, Ion Beams and Tiberium Trees are invisible in unvisited areas upon collecting crates that clean fog
- The Music overmodulates randomly. Music Volume also turns down to near silence randomly.
- APC and Phase Transport will only sometimes allow to carry infantry. Transport helicopter works fine though.
- Carryall displays five squares when selected, suggesting the ability to carry five units (which it doesn't ingame, of course)
- When FOW is disabled, explosions, craters, Ion Beams and Tiberium Trees are invisible in unvisited areas upon collecting crates that clean fog
Tue, 2010-01-26 10:37
#5
The Music overmodulates randomly. Music Volume also turns down to near silence randomly.
I actually haven't really noticed myself because I rarely play with music on (I normally just turn the volume all the way down and listen to WMP in the background) and the couple times I did play with music on, it sounded perfectly fine. I'll see if anything can be done about this (if there really is a problem) however.
APC and Phase Transport will only sometimes allow to carry infantry.
Yeah, I know about this and really don't have any idea what causes this. I know that one of the causes is hijackers; after a hijacker has entered an APC, no other infantry will be able to enter it anymore for some reason. When the hijacker isn't the cause however, often moving the APC to a different location will allow infantry to enter it (which suggest this might be a terrain-related issue).
Carryall displays five squares when selected, suggesting the ability to carry five units (which it doesn't ingame, of course)
Strange... The carryall actually should be able to carry infantry (it just can't when it's already carrying a vehicle). The voxel was actually made after the concept art on this page, on which it's obvious that it actually really should be able to carry infantry.
When FOW is disabled, explosions, craters, Ion Beams and Tiberium Trees are invisible in unvisited areas upon collecting crates that clean fog
Yeah, the tiberium trees issue has been mentioned already. I'll have a look at the art.ini code to see this (and the explosions as well) can be fixed.
Wed, 2010-01-27 20:38
#6
o [MAP] Rivers of Refener - Occasionally some Tiberium Riparius' aren't displayed
o I have the same problem, not only with Rivers of Refener (which is my own map) but I've also had it with some others (although it's the most common with Rivers of Refener). However some other computers which I've played DTA 1.10 on haven't had the same problem for some reason. I'll test this more in the weekend, but there shouldn't be anything wrong with the map, except maybe some roads made with the Finalsun copy/paste function (but that shouldn't cause any freezes?).
As for the problem with Tiberium Riparius' not getting drawn, I assume you picked up a map reveal crate? When you pick one, it reveals the whole map but TS still thinks that the Tiberium trees are under the shroud and doesn't draw them. To see them you must go and "reveal" them with some unit or building.
I get this same bug in all DTA maps and also in base TS and it's not related to Rivers of Refener at all.
The Music overmodulates randomly. Music Volume also turns down to near silence randomly.
If you have a dual-core or a quad-core processor, set DTA.exe's affinity to only one core (I get the same bug when I run TS/DTA with multiple cores).
Wed, 2010-01-27 21:06
#7
Strange... The carryall actually should be able to carry infantry (it just can't when it's already carrying a vehicle). The voxel was actually made after the concept art on this page, on which it's obvious that it actually really should be able to carry infantry.
ah! I didn't know about the infantry stuff! never mind, then, it works perfectly fine!
If you have a dual-core or a quad-core processor, set DTA.exe's affinity to only one core (I get the same bug when I run TS/DTA with multiple cores).
I'll check it out! thanks for telling.
Also, I had crushes too on lost temple. they occurred after i resized the map, however the map I currently work on (100x150) has a random chance to become "crashing" after any saving. I fixed lost temple by copying the map on a new blank one and reapplying the deco by hand. did work so far - major pain on big maps, though. copying the [Terrain] code into the new file did work some times, but not always. Once, I copied all the code of the map into a new file and and it worked again without crashes (srsly wtf >_< . worked only once though) - but then I had to do some changes - and again - and again >.<. So I'll start worrying about that damn crashing and copy-pasting issue once I stopped nit-picking about the map design.
;(
Thu, 2010-01-28 01:32
#8
Well, I think I -might- have solved the game freeze issue for version 1.11. Some more testing is required however...
Thu, 2010-01-28 16:37
#9
tell me if you need help testing stuff.
Fri, 2010-01-29 02:11
#10
getting the feeling it has something to do with terrain objects being placed on top of gray sand... will look into that.
Fri, 2010-01-29 02:43
#11
That would be interesting, although weird (and even if that was the case, I'd actually expect an internal error as soon as it's visible on anyone's screen).
Check your private messages by the way; it seems you didn't notice you received one
Edit:
It seems the game freeze issue still hasn't been fixed after all
Check your private messages by the way; it seems you didn't notice you received one
Edit:
It seems the game freeze issue still hasn't been fixed after all
Fri, 2010-01-29 15:09
#12
The freeze error is quite random; I got it nearly every time when I was making Rivers of Refener and decided to test it. However, when I was testing the final version for bugs I played a 2-hour game and it never froze.
There were some bugs to fix though, and the version which I posted to Tiberiumweb is different than the one which I tested and which didn't cause freezes.. and I'm not sure if the original DTA 1.09 version which I released on Tiberiumweb has these freezes. But as we can see the DTA 1.10 version does.
I still have DTA 1.07, 1.09 and 1.10 installed at the same time, maybe I'll test the Tiberiumweb release version and see whether it causes freezes or not.
There were some bugs to fix though, and the version which I posted to Tiberiumweb is different than the one which I tested and which didn't cause freezes.. and I'm not sure if the original DTA 1.09 version which I released on Tiberiumweb has these freezes. But as we can see the DTA 1.10 version does.
I still have DTA 1.07, 1.09 and 1.10 installed at the same time, maybe I'll test the Tiberiumweb release version and see whether it causes freezes or not.
Fri, 2010-01-29 20:20
#13
Well, I already know the freezes started with DTA 1.10, but I'm clueless about the actual cause.
Sun, 2010-01-31 15:49
#14
Alright, just had a lanparty this weekend and I noticed a few bugs:
In Radial Range, some (most?) of the northern tiberium fields are too close to the map border to be harvestable.
In Deceiving Adjacency the southeastern (and probably also the southwestern one, but this time it was a human player) player location is too close to the cliff and it should be moved to the road. This may cause the AI to lock itself sometimes:
In Radial Range, some (most?) of the northern tiberium fields are too close to the map border to be harvestable.
In Deceiving Adjacency the southeastern (and probably also the southwestern one, but this time it was a human player) player location is too close to the cliff and it should be moved to the road. This may cause the AI to lock itself sometimes:
Thu, 2011-12-01 15:23
#15
I have encountered in every game "build lag" when i build adv. power plants, walls, barracks (nod and GDI), turret towers, com. building, and anything thats below 300 credit to purchase.
It seems to make the game twitch while trying to move units around or scroll around the map while I'm building these things. I'm not sure if this is just me or an actual bug.
Also were is the Guard this Unit/structure function? If I'm aware both TD and TS had these functions. Maybe the controls are different from what the used to be?
but it would be nice to set guards to follow my harvester or other assets around if I do so choose.
The AI also seems to spam the GDI Airfield like crazy, in one skirmish I had 8 A-10's completely destroy my forward defenses as a pre attack to the following blitz that eliminated me from game. (when I say forward defenses I mean 8 turrets and 4 obolisks).
For some reason the carryall's can pick up naval units, but once they do they cannot place them back down in water. Once this happens they become useless because they cannot
jettison their cargo or pick up any new units. I lost a gunship to this lol.
It seems to make the game twitch while trying to move units around or scroll around the map while I'm building these things. I'm not sure if this is just me or an actual bug.
Also were is the Guard this Unit/structure function? If I'm aware both TD and TS had these functions. Maybe the controls are different from what the used to be?
but it would be nice to set guards to follow my harvester or other assets around if I do so choose.
The AI also seems to spam the GDI Airfield like crazy, in one skirmish I had 8 A-10's completely destroy my forward defenses as a pre attack to the following blitz that eliminated me from game. (when I say forward defenses I mean 8 turrets and 4 obolisks).
For some reason the carryall's can pick up naval units, but once they do they cannot place them back down in water. Once this happens they become useless because they cannot
jettison their cargo or pick up any new units. I lost a gunship to this lol.
Thu, 2011-12-01 16:06
#16
but it would be nice to set guards to follow my harvester or other assets around if I do so choose.
To make units guard another unit or structure, select the units, then hold Ctrl+Alt and then click on the unit or building you want them to guard.
The AI also seems to spam the GDI Airfield like crazy, in one skirmish I had 8 A-10's completely destroy my forward defenses as a pre attack to the following blitz that eliminated me from game. (when I say forward defenses I mean 8 turrets and 4 obolisks).
Although DTA 1.10's AI is completely different from DTA 1.11, it shouldn't be a common sight to see 8 A-10s at once in DTA 1.10 either. It might happen when the AI builds an attack team, forgets to use it, then builds another, forgets to use it again, builds another and then suddenly uses all 3 attack teams at once.
jettison their cargo or pick up any new units. I lost a gunship to this lol.
Well, carryalls aren't actually supposed to be able to pick up ships, but unfortunately there's no way to prevent them from doing so. After picking up a ship however, it won't be able to put it back down because the carryall isn't capable of landing on water, while ships aren't capable of moving on land, which causes a conflict in the release logic.
It seems to make the game twitch while trying to move units around or scroll around the map while I'm building these things. I'm not sure if this is just me or an actual bug.
This is a common bug some people get in Tiberian Sun, which is caused by the darken.shp file. This file is responsible for darkening all the cameos except for the structure you're building whenever you build a structure and the slowdown is caused because Tiberian Sun doesn't seem to deal well with transparency. If the slowdown is really bothersome, you can solve the issue by replacing the darken.shp file with a blank SHP, although doing that means that the other buildings won't be darkened on the sidebar when you build a structure.
To save you time I've uploaded an attachment; just place the dcache00.mix file below in DTA 1.10's directory to make it work.
Thu, 2011-12-01 20:48
#17
Awesome thanks a whole bunch friend!
Sun, 2011-12-18 11:13
#18
Hi
What a fantastic mod! I am really enjoying it. I only play classic and I am reporting a bug.
My rocket infantry do not attack air units. Its not biggie.
Thanks
I'm getting stright back to the game.
What a fantastic mod! I am really enjoying it. I only play classic and I am reporting a bug.
My rocket infantry do not attack air units. Its not biggie.
Thanks
I'm getting stright back to the game.
Sun, 2011-12-18 11:28
#19
Rocket infantry should attack aircraft just fine; I use them to take out the AI's ORCAs that are attacking my base often enough.
Sun, 2011-12-18 21:29
#20
I found a bug in 1.11 were if the naval yard is placed in a upper area of the map near the border (like 2 grid places down) and you build a cruiser, The cruiser will spawn fine but after about 30 sec. it will vanish completely without refund. I think it might be because of the border, but when it spawned I moved it closer to the middle of the map were it seemed to do some sort
of stop motion dance untill it vanished.
This also happened to the gunboat even after I sold and rebuilt the naval yard closer inside the map.
Map is Unforgiving Islands, I'm not sure if that matters for this situation.
of stop motion dance untill it vanished.
This also happened to the gunboat even after I sold and rebuilt the naval yard closer inside the map.
Map is Unforgiving Islands, I'm not sure if that matters for this situation.
Mon, 2011-12-19 02:26
#21
I haven't heard of this happening before, but the cause of this is likely that when naval yards produce ships, they spawn at the of the building (rather than spawning in the middle and moving out of it towards the south-east, like with war factories) and the reason for this is their foundation (it's 2x2 rather than 3x3 or 4x3).
So to fix this, the building's foundation would have to be changed, which'll really only look right if a new buildings is made. Maybe this will happen some time in the future, but for now we'll just have to bear with it.
So to fix this, the building's foundation would have to be changed, which'll really only look right if a new buildings is made. Maybe this will happen some time in the future, but for now we'll just have to bear with it.
Thu, 2011-12-22 08:15
#22
I had a fairly annoying issue on the level "City in Conflict" with enhanced mode. It seems the particle effects from the power plants combined with the bridges
of the level create some very interesting results.
I had about 6 Advanced power plants on the southern west island and the norther 2 bridges of the island started to manifest a very odd obstacle.
It seems (I don't know if this was a fluke or a one time thing) that while my computer was lagging slightly from the particle effects, the bridge turned into
a death trap, It literaly while in use from units (harvester, tanks ect. Infantry did not have this issue) would "drop" units into the water some how. So I could be advancing upon my enemies to find my task force of 10 is now a task force of 2. I guess the bright side is this also effected the AI so when they would attack me
they to would fall to their deaths.
This seemed to only occur when I was looking at the bridge itself near the particle effects. I also sold my Power plants to verify that the lag generated by them was the cause, After I sold them the issue seemed to have rectified.
(Also I had mines on the bridge previously, I'm not sure if that matters).
of the level create some very interesting results.
I had about 6 Advanced power plants on the southern west island and the norther 2 bridges of the island started to manifest a very odd obstacle.
It seems (I don't know if this was a fluke or a one time thing) that while my computer was lagging slightly from the particle effects, the bridge turned into
a death trap, It literaly while in use from units (harvester, tanks ect. Infantry did not have this issue) would "drop" units into the water some how. So I could be advancing upon my enemies to find my task force of 10 is now a task force of 2. I guess the bright side is this also effected the AI so when they would attack me
they to would fall to their deaths.
This seemed to only occur when I was looking at the bridge itself near the particle effects. I also sold my Power plants to verify that the lag generated by them was the cause, After I sold them the issue seemed to have rectified.
(Also I had mines on the bridge previously, I'm not sure if that matters).
Thu, 2011-12-22 10:02
#23
Very curious... I haven't seen or heard of that happening before and considering maps in DTA are entirely flat, there's now way for units to actually "fall" into the water. Normally when there's a bug in either vanilla TS or DTA that allows a unit to move onto the water while it shouldn't be able to, it gets stuck on top of the water without actually sinking, so this would be the expected result in this case as well.
You said you placed mines around the power plants though; maybe the units were on top of the mines and the tiberium particles spawned from the power plants detonated it somehow?
You said you placed mines around the power plants though; maybe the units were on top of the mines and the tiberium particles spawned from the power plants detonated it somehow?
Thu, 2011-12-22 10:19
#24
Locked, use this topic for 1.11 bugs instead: http://dta.ppmsite.com/node/204
- Login to post comments
Thanks for your input