Topic: Please report any instance og the Double Fighter/weapon bug  (Read 6336 times)

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el-Karnak

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Re: Please report any instance og the Double Fighter/weapon bug
« Reply #40 on: August 08, 2005, 04:48:09 pm »
That's all well and good Karnak, but it does nothing about ships that we want in there showing up 20 years early.

Are you trying to prevent time warping or make exceptions?  First case is already taken cared off, as stated above by judicious usage of SPECIAL class, and second case is what?

Two different animals that require two distinctly different approaches.

Also, when you mess with the SPECIAL_ROLE field then you are messing with the shipyards. Sometimes, you want a ship to be available in the shipyards, but not as AI in the missions.  That means you use SPECIAL class, but not SPECIAL_ROLE 'R' and the ship cost is whatever is set for SPECIAL class in the economy settings.

You want a ship in 20 years early? Just don't use SPECIAL class and change the YFA date. 

I think the I-CCZ should be HEAVY_BATTLECRUISER class and YFA -20. That's 40 years earlier than it's original YFA. ;D

I guess that I need to do a dyna campaign to show how it all can work. I've yet to see an admin. use the dyna tools available to its fullest potential.  I prefer to wait until the SQL server kit is fixed though.
« Last Edit: August 08, 2005, 04:59:07 pm by el-Karnak »

Offline GDA-S'Cipio

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Re: Please report any instance og the Double Fighter/weapon bug
« Reply #41 on: August 08, 2005, 05:05:02 pm »
Yes, the stock missions neither seem to exhibit any dble ftr/weapons bugs (aside from host connection issues) nor do they contain any code that has been employed to resolve these bugs.

Another annoying piece of data that is probably useless to you now, but maybe will prove helpful once you start figuring out what is going on.

We did used to get the double shot bug in standard scripts, even without the host left message.  The main difference was that when the bug happens now, it lasts for the entire mission.  In the old days, using the Taldren scripts, it would happen once during a mission, and then maybe it wouldn't happen again.  (Though I do remember it happening twice in a row a few times.)  The bug was most visible with the plasma torpedo, and for a while it was erroneously called "the double plasma bug", but in truth it happened with all heavy weapons.  (Though I admit I don't ever remember it happening with drones.)

Based upon their behaviour this may be a completely different problem.  But at least you know that the stock scripts aren't completely immune!

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el-Karnak

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Re: Please report any instance og the Double Fighter/weapon bug
« Reply #42 on: August 08, 2005, 05:27:19 pm »
The main difference was that when the bug happens now, it lasts for the entire mission.

That a big LWO red flag or improperly set AI officer red flag.

Quote
  In the old days, using the Taldren scripts, it would happen once during a mission, and then maybe it wouldn't happen again.  (Though I do remember it happening twice in a row a few times.)  The bug was most visible with the plasma torpedo, and for a while it was erroneously called "the double plasma bug", but in truth it happened with all heavy weapons.  (Though I admit I don't ever remember it happening with drones.)

One thing about the AI that is deceiving is that sometimes they will be shoot off 2 plasmas: one real and one pseudo.  I've seen this happen many times with EEK AI and got lotsa films from admins. on it. I ran the mission and actually sat there and took the plasma hits. Only the real plasma gave you damage. 

This case only occurs though, if you properly fixed the above case.  Otherwise, you are gonna be pasted with double weapons fire.

Offline GDA-S'Cipio

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Re: Please report any instance og the Double Fighter/weapon bug
« Reply #43 on: August 08, 2005, 09:09:51 pm »

One thing about the AI that is deceiving is that sometimes they will be shoot off 2 plasmas: one real and one pseudo.  I've seen this happen many times with EEK AI and got lotsa films from admins. on it. I ran the mission and actually sat there and took the plasma hits. Only the real plasma gave you damage. 

This is very true.  But what I'm remembering from before really was two real torps.  I specifically remember my own ship would launch two plasmas from the same launcher, both real.  But this would only happen about once in a thousand.  If I were pressing repeatedly on the z key, both would go.  If I was just pressing once, I'd fire but still have a full tube.

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Offline Corbomite

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Re: Please report any instance og the Double Fighter/weapon bug
« Reply #44 on: August 08, 2005, 09:36:23 pm »
Scippy,

That bug was fixed (sort of) several patches ago. It still does happen occasionally, but only to a live player.


Karnak,

You are not following the conversation.  We are talking about ships we do indeed want in the ship list; and in play for the AI; and in the shipyards all at their respective proper times. We do not want ships that are intended for use coming out as AI draws earlier than the YFA of that vessel. "R"ing or "Special"ing out ships in the Special Role column manually is not going to happen for every game year that happens on a server. We need an automated program that is part of the server code that does it without need for human intervention.

Offline FPF-SCM_TraceyG_XC

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Re: Please report any instance og the Double Fighter/weapon bug
« Reply #45 on: August 09, 2005, 02:22:18 am »
Interesting... so the stock missions did display this behaviour at some time in the past. What we need to do then is test some stock missions with the exact same conditions that we have for AOTK2. The ED base assaults in use at the moment use a different AI generation method to the patrols so these are not valid. The AI generation method is different because the base must be 'hardcoded' in the same way freighters are hardcoded in convoy missions (thats why you always see them).

Now, if we don't see the bug in stock patrols, then we can conclude its a scripting issue. If we do see the bug, then this is worse, because then we have to look elsewhere which would require a lot of testing (using a stock shiplist etc.)
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Offline Mog

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Re: Please report any instance og the Double Fighter/weapon bug
« Reply #46 on: August 09, 2005, 02:31:04 am »
The double-firing used to occur on Mplayer and GSA scripts as well.
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Offline Corbomite

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Re: Please report any instance og the Double Fighter/weapon bug
« Reply #47 on: August 09, 2005, 10:22:12 am »
Different bug Tracey. Scippy is refering to a bug where human players get an occasional free HW shot. It even happens in single player once in awhile.

Offline Soreyes

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Re: Please report any instance og the Double Fighter/weapon bug
« Reply #48 on: August 09, 2005, 10:35:37 am »
I have only seen the Double shot bug so far. it seems to only happen when im in a co-op mission.  Last night had a K-E3Y almost take out my DF with a salvo of four Photon torps at range 8..... of course they all hit ::)   I thought Chuut was going to pass out laughing so hard ;D


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Offline FPF-SCM_TraceyG_XC

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Re: Please report any instance og the Double Fighter/weapon bug
« Reply #49 on: August 09, 2005, 10:45:12 am »
Different bug Tracey. Scippy is refering to a bug where human players get an occasional free HW shot. It even happens in single player once in awhile.

Indeed, but it could be related though. I have noticed when your ship gets taken over by the AI, it fires heavy weapons but they are still showing as charged sometimes. This tends to suggest that the ship object is not as encapsulated as it should be in an object-oriented sense.
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