Author Topic: GearHead2 v0.412  (Read 2101 times)

Offline Sabin Stargem

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GearHead2 v0.412
« Reply #15 on: January 10, 2007, 12:32:48 PM »
I found an new error, which isn't too important but should be reported all the same.  I was taunted by an enemy and failed my check, which resulted in a slight and temporary graphics error in the lower-left of this picture.

URL

Unfortunately, I haven't yet come upon an second instance of the numbered text, but I will take a picture when I next see it.

Offline Joseph Hewitt

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GearHead2 v0.412
« Reply #16 on: January 11, 2007, 03:14:01 AM »
Ah, I don't have graphics for all the status conditions. I'll get to work on that.

As for the trucker bit, I realized there could only be one place for it, so I went there and fixed it.

Offline SharkD

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GearHead2 v0.412
« Reply #17 on: January 11, 2007, 01:39:00 PM »
What kind of graphics do you need? I'd like to work on them.

Offline Joseph Hewitt

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« Reply #18 on: January 11, 2007, 07:08:48 PM »
Just tiny monochrome icons for the status conditions. I'd have to check to see which ones don't have images yet.

Offline palefire

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GearHead2 v0.412
« Reply #19 on: January 12, 2007, 03:26:36 AM »
0.412 bug?
Swarm missile is a little bit strange. It doesn't fire but waste all the ammo at MAX burst.  Tried both 60 magazine and 20 magazine version. Works at 1/4 and 1/2 burst; also, phantom missile bug is here again. Haywire Missile, Heavy and Light rockets fire normally.

Offline Joseph Hewitt

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« Reply #20 on: January 12, 2007, 06:12:10 AM »
Ah, thanks palefire. I just tried something new, and this might help me identify what's going wrong.
...
Yes, I found part of the problem! Normally when no targets for a swarm attack are found it's supposed to attack the tile you aimed at. It wasn't doing that; I've discovered why and fixed it.

Okay, also I've traced the other part of the bug to the GenerateTargetList function. Originally I thought it couldn't be there because I didn't know about the problem I just fixed above. Now that I know, this is the only possible place for it to be.

Got it. Wahoo. Now I just have to find a good way to fix it. I believe the missile firing/swarm attack bug may finally be squashed.

Edit- finally fixed. I've changed the way swarm radius is calculated.

Offline palefire

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« Reply #21 on: January 12, 2007, 07:21:14 AM »
I don't know if this is the attacking the cloud thing mentioned earlier. I ran into an ace in arena mode, he created some smoke, and then fired an explosive. Bang! Smoke is damaged for 500 points.*X

Speaking of ace...  callsigns or titles might be nice... though it might come up with weird names...

Speaking of arena mode, mecha carrying extra load of weapons appear to decrease in value significantly.

Offline Joseph Hewitt

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« Reply #22 on: January 12, 2007, 08:13:39 AM »
Nope, that smoke thing's a separate issue. I'll see to it.

There will be something in the RPG campaign whereby the PC and various NPCs may be given nicknames. For the Arena campaign, I could maybe let the player enter nicknames for the pilots.

Mecha w/equipment price drop: Yes, it's because their MV/TR scores drop due to all the extra weight. I may remove the price premium for good MV/TR, although that would probably require rebalancing a lot of stuff.

Offline SharkD

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GearHead2 v0.412
« Reply #23 on: January 13, 2007, 11:58:21 PM »
Quoting: palefire
Speaking of arena mode, mecha carrying extra load of weapons appear to decrease in value significantly.

Maybe point value and selling price should be done using separate calculations?

Offline Joseph Hewitt

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« Reply #24 on: January 14, 2007, 02:29:40 AM »
Quoting: SharkD
Maybe point value and selling price should be done using separate calculations?

I've considered this. Now I'm considering it again... that could solve a number of problems.

Offline empath

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GearHead2 v0.412
« Reply #25 on: January 14, 2007, 11:49:10 PM »
Well, I think I chanced upon a trivial bug deriving from an apparent typo...

\"Take

Now is that OLOSEBATTLE supposed to be 'go-close-battle' or 'close-battle', or am I just jumping to conclusions?

I did also hit a similar error msg about a 'core plot deadend' (methinks I got too disinterested with my replies in the opening convo - the msg was right after finishing it) but it was quick trial of something and I didn't think to PrtScr it. :(

EDIT: Well, the same (or a very similar) 'plot deadend in core story' msg came up just as I finished off an invader(s) attacked my 'home station'.

\"See

Hope this helps (or maybe is something I shouldn't worry about ;) )