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ryleyra

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Reply with quote  #1 
Thom has released the official 2.6.0 version of Artemis, and it looks like I'm the first person to post at the moment, so I will take the honors of starting this thread. I'd like to request that this thread be used only for bugs and gameplay issues present in this release of Artemis. New Feature Requests and first impressions should be saved for another thread, both of which I will probably start myself.

These bugs/issues were reported for the 2.5.109 preview and did not appear to be fixed:

ISSUE (Minor)
The field to enter a single seat craft name starts out empty and does not indicate the random name that will be given.

BUG
On the Server, if a craft was given a name in a previous game and another game is started, the name remains present (if the same ship is kept) but on Helm, the field is cleared, making it unsure if the name will carry over or a random name will be chosen.

ISSUE
On the Comms screen, by default no categories are selected, resulting in no comms messages shown below the categories.  However, after selecting and deselecting any category (leaving no categories selected), results in ALL comms messages being shown below the categories.   Seems like the result should be the same, whatever it is.

ISSUE
When selecting a singleseat ship type, the left arrow stops at Unassigned as opposed to being circular.  This is unexpected since the right arrow gives circular behavior, as does the left arrow when selecting a capital ship type.

BUG
It is possible to get a fighter on any class of ship by destroying the included shuttle, and picking up a fighter at a base. This will work with the first slot on a carrier as well.

TYPOS
Reported for 2.4 and 2.5 still present. See https://artemis.forumchitchat.com/post/show_single_post?pid=1295566871&postcount=21&forum=309504

BUG (Scripting)
When a script declares name and type of fighters on a carrier, they do not appear the first time the script is started. It has to be ended and started again for the script defined names to appear. (I haven't confirmed this in 2.6)

ISSUE (Possibly WAI)
It is possible to mix single seat types on a single carrier in ships by using the raceKeys of other factions. This is not an issue with base stations, which try to match hullKeys but not raceKeys.

To the above I will add:

ISSUE (Possibly WAI)
If a base is supplied with a TSN or Zim Bomber in a script, when a Pirate ship picks it up it will become an Adventure shuttle.

ISSUE
The single seat craft list is in reverse order, starting with LR Shuttle, proceeding through Shuttle and Bomber, and ending with Fighter. Since the Unassigned option does not wrap around, as noted above, that means players have to click four times to load a carrier with the default fighter.
Dave Thaler

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Reply with quote  #2 
Quote:
Originally Posted by ryleyra
TYPOS
Reported for 2.4 and 2.5 still present. See https://artemis.forumchitchat.com/post/show_single_post?pid=1295566871&postcount=21&forum=309504


The typos in the Comms help text were fixed, but not the one in the Helm and Weapons help text.

Also:

BUG: F1 on Data screen gives fighter help text that isn't shown in the fighter console help text.  Specifically, it says:

 Fighters have homing missiles; shuttles do not.
 Dock with your carrier to reload.
 Missiles auto-home on the nearest target; careful where you fire them.
 Height meter is on the left, damage bar is on the right.
 compass heading across the top. Point at an enemy ship to get the blinking red target reticle.

This text needs to be moved to the Fighter console F1 help screen.

BUG: When a ship has its rudder not centered but has 0% maneuverability due to damage or no power to maneuverability so it cannot in fact turn, the ship is still shown to other player ships' Helm, Weapons, Science, Captains Map, Data, Game Master, and Vis consoles as spinning in place.   (The server's main screen correctly shows it as stationary, but any main screen client will not.)

ISSUE: mission scripting has properties for countHoming, countNuke, countMine, and countECM, but there is no count for Pshocks.

ISSUE: Ship names entered on an Unassigned singleseat ship are ignored.  They're only used if you assign a singleseat ship type.
Nhaima

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Reply with quote  #3 
Fighter:
-It seems like last client or server to touch fighter configuration is the only console that can successfully configure the fighter loadout. The names and fighter types don't propagate to connected clients, so you cannot confirm what the "actual" settings are until you launch.
-You cannot scroll left from a fighter that is currently "Unassigned"

Comms: 
-Elements of the left hand pane overflow past the bottom of the screen pretty routinely if you don't have a large window, usually when you select Enemy contacts.
-The center pane (with the filter)'s grey text needs to be white or at least lighter to make it easier to read.
-The center pane (with the filter) does not update when new alerts come in on the right. You have to manually change or update the filter settings to get it to refresh the filtered list.
MarkBell

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Reply with quote  #4 
Please keep bugs related to third party programs in their own thread. This thread is for Artemis 2.6 only. Other bug reports will be moved or deleted.
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JordanLongstaff

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Reply with quote  #5 
BUG
I finally figured out why my Logitech Extreme 3D Pro is sending a "Request Dock" for a Fighter whenever I press the fire button; it's because that button is also mapped to HELM_REQUEST_DOCK in my controls.ini file. When I comment out that mapping, the problem disappears. It's as though the game can't correctly distinguish between HELM_REQUEST_DOCK and FIGHTER_RECOVER.

ISSUE
When a Fighter is fully braked, the altimeter and compass remain fixed even when the Fighter rotates in place. Now, the altimeter I can understand because you're not moving, but the compass should still show which direction the Fighter is facing.
MarkBell

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Reply with quote  #6 
Not to be pedantic, but is this bug report on a computer that's only running a fighter console? or is it multi-client for testing?
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JordanLongstaff

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Reply with quote  #7 
I've tried both ways. The result was the same.
MarkBell

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Reply with quote  #8 
Thanks for checking!
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MarkBell

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Reply with quote  #9 
Looks like the Longbow was left out - attached is a .zip with the Longbow mesh and internal, as well as an updated vesselData with the ship inserted in it's proper place.  (also fixed the description for the other two pirate ships).

 



Edit: ryleyra pointed out I used an old version of the Longbow, i updated it.

 
Attached Files
zip Longbow and vesselData correction.zip (132.36 KB, 22 views)


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Xavier Wise

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Reply with quote  #10 
MAJOR BUG?

Stange one occured recently. Whilst I was checking variables on the server mainscreen (via F7) I noticed one was set at 0.200030. I had tried out the new variables as a float value instead of an integer and set it to 0.2. However, the actual value set to 0.200030 which meant my script broke as it needed to be EXACTLY 0.2.

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LawsonThompson

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Reply with quote  #11 
Quote:
Originally Posted by Xavier Wise
MAJOR BUG? Stange one occured recently. Whilst I was checking variables on the server mainscreen (via F7) I noticed one was set at 0.200030. I had tried out the new variables as a float value instead of an integer and set it to 0.2. However, the actual value set to 0.200030 which meant my script broke as it needed to be EXACTLY 0.2.


Were there any division operations being done on the variable? I wonder if there are rounding errors accumulating under the hood somewhere.

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Xavier Wise

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Reply with quote  #12 
No, just an addition.
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Dave Thaler

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Reply with quote  #13 
Quote:
Originally Posted by Xavier Wise
MAJOR BUG? Stange one occured recently. Whilst I was checking variables on the server mainscreen (via F7) I noticed one was set at 0.200030. I had tried out the new variables as a float value instead of an integer and set it to 0.2. However, the actual value set to 0.200030 which meant my script broke as it needed to be EXACTLY 0.2.


Well keep in mind that 0.2 cannot be represented exactly in binary.  If you go to https://www.h-schmidt.net/FloatConverter/IEEE754.html and type in 0.2 in the Decimal Representation field, you'll see the bit representation and the fact that it's represented as 0.20000000298023224 (or about 0.2000000030).  But if you set it to 0.2 and then compare it to 0.2 it ought to compare as equal because both will be rounded to the same binary representation.  But if either one is computed from something else (e.g., 1.2 - 1.0) then they won't be equal.  The upshot is that any computed value should never be tested for equality, it should be tested as being in some range (like 0.19999999 - 0.20000001).  So depending on how it was set, there may or may not be a bug.
ryleyra

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Reply with quote  #14 
Yeah, I anticipated this issue, since in programming a floating point value is almost never tested for equality. You always use < and > with some small factor. Thom could add code that would automatically use the range test instead of exact equality for his EQUALS operator, but then it would do that even with integer variables.

It's not really an issue for which there is an easy solution. The best way is to set it up so you only have to test for < or >.
Xavier Wise

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Reply with quote  #15 
Thanka for the pointers. I'll bear them in mind as I script, probably using float values for using a variable to set a timer and using integer values when I need.
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