![]() Strategy FFA Shell UI: Some settings are not properly triggered (set/limited) for FFA mode. ConstructionRig with velocity of 0 will crash. It does not crash with out the morelike12physics setting. ![]() Hovercraft velocity 0 crash: If a mod sets morelike12physics to true, and velocForward to 0, the game will crash from said unit. A deployed constructionRig doesn't have its TLI reset when deployed which can cause AI units to have difficulty hitting one when it deploys. The ODF needs a setting to loadAsDummy since the classlabel changed. Old maps with pbtunn03 crash in BZCC on load. This will cause these units to become unselectable until the Player in that slot leaves the game. An AI unit can get stuck overlapping a player in group slot F7-F10. Strategy FFA: When the player has Allies it won't properly reserve the number of F-Slots for Players. Anything other then -1 (Off) instantly kicks the client instead of waiting the appropriate number of seconds. Alt Tab Tolerate kick bug: Alt Tab Tolerate feature not working. Prop Ambient Sound bug: Ambient Sounds on non-powered Props not working. sniper transition/animation is more robust, especially in the case of bouncing while deploying. Map Upscale Crash: If a map has a non-square size, it crashes when upscaling from old TER formats. Lua Write explicit: Lua Write function can backtrack directories, allowing the user to go outside of the Combat Commander Docs directory. Scavenger Deploy Stuck bug: Occasionally a Scavenger can become permanently stuck in an incomplete Deploying state while trying to deploy on a Pool. This means when the Extractor is destroyed, it puts the Prop back instead of the Pool, permanently deleting the Pool from the map and ruining the balance of the game. Extractor Destruction Bug: If a Scavenger deploys on a Pool that has a Prop nearby, it can occasionally accidentally save the Prop as it's object instead of the Pool. This exploit allows people to use Turrets to permanently cause AI Pathing issues on maps. When it packs up and moves, it forgets to clear that blocker. TurretTank Deploy Pathing bug: When a TurretTank is deployed, it labels that areas as impassable to AI. This means the recoil/weapon emitting hardpoint moves progressively further and further away from it's original location the more the weapon is fired. Recoil Anim Bug: ISDF Attila Walkers, or mod units with multiple weapons linked that use the same recoilName, the recoil slides backwards but becomes permanently recoiled. Multiplayer AI Warping: Warping caused by AI evasion has been removed, so warping in general is reduced AnimTypes Crash: Frequently occurring in Single Player, Instant Action and MPI, game will crash to desktop. Multiplayer Stutter: During multiplayer games, the more buildings that are constructed, more severe lag occurs. The app allows updating/adding movies (ogv files) in mods The app now allows updating the radar mesh in mods Update flags never worked probably, forum is broken since ages and iirc offline installers are created manually by GOG (no idea if they could change this or not) while the Galaxy installers are created automatically. I agree with all of the above but still I am quite sure that there is no intention behind it. I'd think they'd at least try to do a decent job with these things. I guess I shouldn't be surprised by the quality of their work, judging from how badly they've let their forum deteriorate, and the fact that their storefront only works with the browsers they themselves use, and their response to support tickets regarding this issue is, "Our site doesn't work with that browser. I also don't understand why they can't set up some kind of basic system to properly notify us when the offline installers have been updated. Finkleroy: If they're not trying to slowly push us towards having to use Galaxy, I don't understand why they can't set up some kind of basic internal system that tells them that a game has been updated on Galaxy and therefore the offline installers need to be updated, and nags them when they forget to update them.
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