017b bugs
54 posts
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Re: Bitfighter 017b released!
@Little_Apple
I need more info:
1. What OS and architecture (probably Mac + Intel?)
2. How to duplicate the crash
Thanks!
I need more info:
1. What OS and architecture (probably Mac + Intel?)
2. How to duplicate the crash
Thanks!
Re: Bitfighter 017b released!
I think it's the same random-freeze-crash sort of crash that was in the previous update.
You cannot legislate the poor into prosperity by legislating the wealthy out of prosperity.
Re: Bitfighter 017b released!
Ah, so that was only on your shiny new Intel Mac, right? And you weren't able to duplicate it or narrow down the problem?
Re: Bitfighter 017b released!
Yesh it was on the shiny new intel Mac. The game just randomly freezes without closing itself, just like the previous update. And by random, we mean there is no particular key we pressed or some weapon selected a certain way or whatever. It just crashes.
You cannot legislate the poor into prosperity by legislating the wealthy out of prosperity.
Re: Bitfighter 017b released!
it only does it with bitfighter. nothing else. and it does it more frequently with 017b than it did in 017a.
Hee-ho!
Re: Bitfighter 017b released!
@Little_Apply/BlackBird
If you could narrow it down in any way possible, that will help - otherwise I have no idea what to do about it. Some things you could try to see if it still crashes:
- Play in only full screen or windowed mode for a while
- Turn off/on music or other sounds
- Close all other programs (especially any anti-virus)
- anything else you can think of for an extended time
If you could narrow it down in any way possible, that will help - otherwise I have no idea what to do about it. Some things you could try to see if it still crashes:
- Play in only full screen or windowed mode for a while
- Turn off/on music or other sounds
- Close all other programs (especially any anti-virus)
- anything else you can think of for an extended time
Re: 017b bugs
Any leads at all?? I mean short of shipping me your laptop, I need something to go on... But I fully appreciate how hard it is to diagnose something like this...
Re: 017b bugs
It sometimes crashes near/at the end of matches... Other than that it's completely random.
Hee-ho!
Re: 017b bugs
Question to any other Mac Intel users:
Do you have a similar experience with Bitfighter crashing?
Do you have a similar experience with Bitfighter crashing?
Re: 017b bugs
Not me.
I don't play a super huge amount of time tho.
I don't play a super huge amount of time tho.
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
watusimoto wrote:Who are the devs around here?!?
Re: 017b bugs
i just found this out, when playing zone control with one team, kills count as a point. so if the winning score is 3 you win if you get 3 kills not 3 zone captures. you also get points when you kill a turret. its weird.
Hee-ho!
Re: 017b bugs
How can you get kills if there's only one team...?
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
watusimoto wrote:Who are the devs around here?!?
Re: 017b bugs
This is actually not a bug.
Single player variants of normally-team-based game types have other weird rules that come from the old Zap code. They're basically all like Bitmatch with a chance to score via zones or whatever the normal team-based version would allow for scoring.
Single player variants of normally-team-based game types have other weird rules that come from the old Zap code. They're basically all like Bitmatch with a chance to score via zones or whatever the normal team-based version would allow for scoring.
Re: 017b bugs
Interesting...
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
watusimoto wrote:Who are the devs around here?!?
Re: 017b bugs
but the zone control levels with one team are basically bitmatch with an extra way of scoring. fix pleesh?
Hee-ho!
Re: 017b bugs
How would you suggest a change? Only allow scoring via Zone?
With only one team, this would basically make it a first-to-the-flag type game. It would get pretty tedious with lots of players all contending for the only way to score.
For fun, here are the scoring rules for single-team ZC in the code, which probably haven't changed for years upon years because no one creates single player ZC games:
It's actually kind of funny that you get docked a point for killing your own turret - I wonder if that actually works...
With only one team, this would basically make it a first-to-the-flag type game. It would get pretty tedious with lots of players all contending for the only way to score.
For fun, here are the scoring rules for single-team ZC in the code, which probably haven't changed for years upon years because no one creates single player ZC games:
- Code:
- switch(scoreEvent)
{
case KillEnemy:
return 1;
case KilledByAsteroid: // Fall through OK
case KilledByTurret: // Fall through OK
case KillSelf:
return -1;
case KillTeammate:
return 0;
case KillEnemyTurret:
return 1;
case KillOwnTurret:
return -1;
case CaptureZone:
return 1;
case UncaptureZone: // This pretty much has to stay at 0, as the player doing the "uncapturing" will
return 0; // also be credited for a CaptureZone event
default:
return naScore;
}
It's actually kind of funny that you get docked a point for killing your own turret - I wonder if that actually works...
Re: 017b bugs
That wouldn't make any sense. It's not the way it is because of a glitch, it's that way because that's the way it's meant to be.
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
watusimoto wrote:Who are the devs around here?!?
Re: 017b bugs
I found a new bug and I kinda want to keep it because it's kinda cool.
If you place a mine right beside a wall and blow it up; it's still there, but invisible.
Conditions that must be met for the glitch to occur (the middle/center of the mine is important to consider):
-Mine must be right beside a wall; the center of the mine is literally touching the wall.
-Must use ONLY ONE plasma bullet on the outer side of the center.
-The bullet cannot directly hit the center, but close enough for the mine to blow up (the animation). Don't shoot the target right at the center of it (no bulls-eye), barely hit the target on the outer rime.
-Also, don't be too close to the area nor too far away. If you take damage from the mine, then you are obviously too close to it. However, if you are too far away the invisible mine will be deleted.
-After it blows up, move to the area and you should take damage from an invisible mine. However, do not use shield NOR SHOOT THE GENERAL AREA AGAIN.
-Also, do it in sam686 server because it's where I done it. It doesn't work all the time, so try again if it fails or use different walls, distances, better aims, or etc.
-[b]ALSO, to help with the aiming; shoot at the mine while your ship is along/beside the wall. It's easier this way because of the angles. (YOU HAVE TO DO THIS OR IT'LL FAIL BECAUSE IT ONLY WORKS IF THE SHIP TOUCHES THE SAME WALL THAT THE MINE IS ALSO TOUCHING!)<<This is probably the obvious detail of what the code problem might be related to.
I can't show this glitch in a picture, so I'll be glad to show it in real time. However, I don't fully understand the glitch. Also, I didn't tried this before the new updates, so the glitch might have been hiding this whole time.
If you place a mine right beside a wall and blow it up; it's still there, but invisible.
Conditions that must be met for the glitch to occur (the middle/center of the mine is important to consider):
-Mine must be right beside a wall; the center of the mine is literally touching the wall.
-Must use ONLY ONE plasma bullet on the outer side of the center.
-The bullet cannot directly hit the center, but close enough for the mine to blow up (the animation). Don't shoot the target right at the center of it (no bulls-eye), barely hit the target on the outer rime.
-Also, don't be too close to the area nor too far away. If you take damage from the mine, then you are obviously too close to it. However, if you are too far away the invisible mine will be deleted.
-After it blows up, move to the area and you should take damage from an invisible mine. However, do not use shield NOR SHOOT THE GENERAL AREA AGAIN.
-Also, do it in sam686 server because it's where I done it. It doesn't work all the time, so try again if it fails or use different walls, distances, better aims, or etc.
-[b]ALSO, to help with the aiming; shoot at the mine while your ship is along/beside the wall. It's easier this way because of the angles. (YOU HAVE TO DO THIS OR IT'LL FAIL BECAUSE IT ONLY WORKS IF THE SHIP TOUCHES THE SAME WALL THAT THE MINE IS ALSO TOUCHING!)<<This is probably the obvious detail of what the code problem might be related to.
I can't show this glitch in a picture, so I'll be glad to show it in real time. However, I don't fully understand the glitch. Also, I didn't tried this before the new updates, so the glitch might have been hiding this whole time.
Re: 017b bugs
After I played around with it. The problem lies somewhere with the server and the client. When I shoot the mine at the circumference of it, the mine explodes, but the bullet still moves through the mine like it didn't hit anything. So it's more of an illusion for my client.
P.S. Client-side prediction?
I don't think this glitch is worthwhile to fix, since it's kinda troublesome to produce it.
However, it works when I host the server, too.
EDIT: Also, I tried being close to it and if the bullet goes through it and the animation of the mine exploding happens, it doesn't actually blow up and doesn't hurt me. I think it's just a client-side prediction issue.
P.S. Client-side prediction?
I don't think this glitch is worthwhile to fix, since it's kinda troublesome to produce it.
However, it works when I host the server, too.
EDIT: Also, I tried being close to it and if the bullet goes through it and the animation of the mine exploding happens, it doesn't actually blow up and doesn't hurt me. I think it's just a client-side prediction issue.
Last edited by CleverBot on Wed May 30, 2012 1:57 pm, edited 1 time in total.
Re: 017b bugs
If you are going to be posting paragraph upon paragraph about A SINGLE BUG, then just make a new topic instead of overwhelming this one with too much information.
You cannot legislate the poor into prosperity by legislating the wealthy out of prosperity.
Re: 017b bugs
This topic is for bugs... I don't see anything wrong with posting paragraphs on one bug. The more info the better.
Hee-ho!
Re: 017b bugs
Skybax wrote:Interesting...
Indeed...
I didn't know about client-side prediction until I met this glitch.
Re: 017b bugs
CleverBot are you running the windows client?
I have been unable to duplicate it (I'm on Linux,) but Lone Wolf was able to, and he is on Windows.
It may be due to how floating point numbers are compiled with the Windows compiler.
I have been unable to duplicate it (I'm on Linux,) but Lone Wolf was able to, and he is on Windows.
It may be due to how floating point numbers are compiled with the Windows compiler.
Re: 017b bugs
Another bug: i can't turn allow robots to no! it keeps resetting to yes!
if you're reading this, i'm sorry for how cringe my old posts are. i rarely play BF anymore, but if you ever want to find me, you can catch me on steam, or on discord @ muddy#7969
Re: 017b bugs
Ha! you're right! I'll work on it...
Edit: was an easy fix
Edit: was an easy fix
Re: 017b bugs
It doesn't freeze and crash for me! PPC Mac
skybax: Why is this health pack following me?
bobdaduck: uh, it likes you.
Re: 017b bugs
The freeze/crash bug was on intel macs, and it has been fixed in 018. At least from what ive seen...
Hee-ho!
Re: 017b bugs
I like spam XD
on a realted note i think the random crash gltich has somthing to do with a robot scoreing not 100% sure yet though......
on a realted note i think the random crash gltich has somthing to do with a robot scoreing not 100% sure yet though......
Bitfighter Forever.
Re: 017b bugs
Derp Windows: 95% of the time i open Bitfighter, the sound only plays out of the left speaker/earphone/headphone speaker and i have to open it 100 times to get both speakers.
if you're reading this, i'm sorry for how cringe my old posts are. i rarely play BF anymore, but if you ever want to find me, you can catch me on steam, or on discord @ muddy#7969
Re: 017b bugs
Both menu and game song are MONO. Maybe your speaker set-up always puts mono onto one side? What happens if you play the songs outside of bitfighter?
Re: 017b bugs
raptor wrote:Both menu and game song are MONO. Maybe your speaker set-up always puts mono onto one side? What happens if you play the songs outside of bitfighter?
Both.
if you're reading this, i'm sorry for how cringe my old posts are. i rarely play BF anymore, but if you ever want to find me, you can catch me on steam, or on discord @ muddy#7969
Re: 017b bugs
Oops, you read my post before I edited it with a different question:
So try and play the songs in your normal music player and see what happens.
Both menu and game song are MONO. Maybe your speaker set-up always puts mono onto one side? What happens if you play the songs outside of bitfighter?
So try and play the songs in your normal music player and see what happens.
Re: 017b bugs
Or..try putting a stereo song in the bit fighter music folder..?
Re: 017b bugs
raptor wrote:So try and play the songs in your normal music player and see what happens.
I did. And it was stereo. It's bitfighter.
if you're reading this, i'm sorry for how cringe my old posts are. i rarely play BF anymore, but if you ever want to find me, you can catch me on steam, or on discord @ muddy#7969
Re: 017b bugs
OK, one last question:
If you play bitfighter with the music in only one speaker, do the other sound effects in-game come from both speakers?
Thanks!
If you play bitfighter with the music in only one speaker, do the other sound effects in-game come from both speakers?
Thanks!
Re: 017b bugs
raptor wrote:OK, one last question:
If you play bitfighter with the music in only one speaker, do the other sound effects in-game come from both speakers?
Thanks!
No, the other sounds come out of the only 1 speaker as well. :\
if you're reading this, i'm sorry for how cringe my old posts are. i rarely play BF anymore, but if you ever want to find me, you can catch me on steam, or on discord @ muddy#7969
Re: 017b bugs
I have found 1 new bug in 17b. When you have a huge level playing in ctf and you capture a flag or return it and it takes a long time to return it to it's starting point because the level is huge, it might get to the starting point sooner server side so for a few seconds you might have an invisible flag. Not a big problem, tho.
skybax: Why is this health pack following me?
bobdaduck: uh, it likes you.
Re: 017b bugs
The flag can be retaken the moment it's captured, even if it's not visibly there.
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
watusimoto wrote:Who are the devs around here?!?
Re: 017b bugs
Yes, that is a client-side only effect
Re: 017b bugs
Hey, an update on the mono thing.
When i use the level editor, it goes into stereo mode. When i exit the editor, to goes mono again. Weird.
When i use the level editor, it goes into stereo mode. When i exit the editor, to goes mono again. Weird.
if you're reading this, i'm sorry for how cringe my old posts are. i rarely play BF anymore, but if you ever want to find me, you can catch me on steam, or on discord @ muddy#7969
Re: 017b bugs
Yes, that is a client-side only effect
Easily fixed, if we want to. Do we?
Re: 017b bugs
CleverBot wrote:If you place a mine right beside a wall and blow it up; it's still there, but invisible.
Re: 017b bugs
watusimoto wrote:Yes, that is a client-side only effect
Easily fixed, if we want to. Do we?
I guess you could code like that when flag is returned, make flag inactive (disabled) server side and when the flag client side arrives at the right place, enable flag.
skybax: Why is this health pack following me?
bobdaduck: uh, it likes you.
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