Still seeing "continuous fire" bug in naval combat. (Full Version)

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Drongo -> Still seeing "continuous fire" bug in naval combat. (1/27/2003 4:26:36 PM)

I was under the impression that the bug that was causing a ship to lock on to another ship during a surface combat round and fire round after round (ad nauseum) at the target, had been fixed.

I've seen several naval battles under 2.20 that indicate the bug is still around (where one ship takes 40+ hits from a single enemy ship).

Anyone have any idea on whether a previous patch was supposed to fix it or is it still to be fixed in the future?




Drongo -> (1/28/2003 4:20:09 PM)

Matrix on holidays or something?

(****, I'm impatient).




siRkid -> Re: Still seeing "continuous fire" bug in naval combat. (2/2/2003 8:50:02 PM)

[QUOTE]Originally posted by Drongo
[B]I was under the impression that the bug that was causing a ship to lock on to another ship during a surface combat round and fire round after round (ad nauseum) at the target, had been fixed.

I've seen several naval battles under 2.20 that indicate the bug is still around (where one ship takes 40+ hits from a single enemy ship).

Anyone have any idea on whether a previous patch was supposed to fix it or is it still to be fixed in the future? [/B][/QUOTE]

As far as I know, this issue is not being worked on. I heard a rumor that a new patch may be coming out but this item was not on the list of things fixed.

Rick




Drongo -> (2/3/2003 4:57:09 PM)

Posted by Kid
[QUOTE]As far as I know, this issue is not being worked on. I heard a rumor that a new patch may be coming out but this item was not on the list of thinks fixed.[/QUOTE]

It'd be nice if someone took the time to revisit it. Can't say whether or not the last "fix" reduced its frequency but it certainly is still present. I've just had it occur in 3 of 4 battles (including twice in one battle).




Joel Billings -> Re: Re: Still seeing "continuous fire" bug in naval combat. (2/4/2003 8:06:41 AM)

[QUOTE]Originally posted by Kid
[B]As far as I know, this issue is not being worked on. I heard a rumor that a new patch may be coming out but this item was not on the list of thinks fixed.

Rick [/B][/QUOTE]

Rick,

We aren't expressly working on this bug. It is remotely possible the fixes put into the game because our new compiler caught a few errors might fix this. But unlikely. We need repeatable saves with the game saved before the execution phase and with us being able to just execute to see the bug happen for us to fix this. Combat replays and combat reports are of no use. Without a repeatable save this is a bug that will not get fixed. Several other odd situations fall into this category (like the long island eating planes). The only reason I am hopefull that the 0,0 bug may have been caught by the compiler is that the latest version I am working with would not repeat the 0,0 bug using saves that had been consistently repeating the problem. If you have a save that repeats the bug please send it to us.




XPav -> (2/4/2003 11:09:17 AM)

What compiler were you using and what did you switch to?




SoulBlazer -> (2/4/2003 12:23:08 PM)

You mean NO ONE has sent saves about friendly fire bugs in the current version AND the CVE's eating planes?

Darn, wish I had known that....I had some I could have sent in, but thought it was covered.




Joel Billings -> (2/4/2003 12:29:57 PM)

[QUOTE]Originally posted by XPav
[B]What compiler were you using and what did you switch to? [/B][/QUOTE]

The new one is in Microsoft Visual Studio.Net Professional 2002 (don't remember if it is C, C+, or C++), the old one was an earlier version of the same compiler (don't know exactly which one Gary, Mike and Keith were using before the 2002 version).




Drongo -> (2/4/2003 4:22:38 PM)

Re continuous fire.

I'll send a turn (before, after etc) when next I have time to test.




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