Author Topic: Bug List for Gearhead 2 Version 0.53X  (Read 5246 times)

Offline Crucifix

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Bug List for Gearhead 2 Version 0.53X
« Reply #45 on: February 19, 2009, 09:22:25 AM »
When a clip is empty, if you eject it, you can't put it back into the weapon again. Mildly annoying at worst.

When attemptin' a mission, dropping conversation without "trying" for the mission (Goodbye, rather than "give me the mission details") leaves it still takeable. This is inherently fine, but then by repeatedly talking to the person, you can repeat this process until they offer you the mission directly.

Offline Crucifix

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Bug List for Gearhead 2 Version 0.53X
« Reply #46 on: February 19, 2009, 11:35:29 AM »
Not a bug per se, but one of the most annoying features ever is how Grenades are handled currently, having just spent five minutes setting the safeties on a haul of smoke grenades.

1: They each occupy a separate slot.
2: They each require individual setting of safety switches.
3: They each completely ignore me setting their attack priority to "Tertiary" and still show up ahead of every other weapon in my attack options. Do I really have to set everything else as Primary just to show the game I don't want to use these by default, but don't want to have to go through putting them on safety and taking them off to use them?
4: Trying to scroll past twenty to thirty grenades is almost as painful and tedious as forcefully inserting those same grenades into one's own colonic tract.

Perhaps they could be:

a) Included in some kind of false "throwing weapon" for each grenade type, where each grenade simply increments the ammunition available by 1, and the weapon disappears when ammunition expires? < Everything is in one inventory slot and handled appropriately.
b) Either make it so that safety switches can be manually used from the "A" weapon menu or
c) A weapon setting where an attack form only appears on the "A" weapon selection menu. I can want the ability to use a weapon without wanting it to show up in my normal combat routine.

This is almost as bad as the last time I forgot how grenades were handled and bought a hundred micro grenades.


Another, minor, issue, in the SDL, perspective view, the numpad keys most have a neat little turn/movement feature to them which I really love, it's wonderful. The num4 and num6 keys, however, just turn in place, which is inconsistent, and the down key on the keypad does a "spin-around" move.

Might I greedily request that num4 and num6 be handled with the same "turn and move" as the rest of the numpad keys, and the down button on the keypad be treated as a "walk backwards" option? I believe the keypad and numpad are treatable differently? I'm used to walking backwards with keypad, and turn instead (usually to my detriment), whilst I'm enjoying the ease of melee via the numpad's autoturn, only to be thwarted when something is on my character's right or left.

Offline Crucifix

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Bug List for Gearhead 2 Version 0.53X
« Reply #47 on: February 19, 2009, 01:24:33 PM »
Eco terrorist quest choice - The eco terrorist shows up in your memo, the police officer doesn't.

Offline Matrix

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Bug List for Gearhead 2 Version 0.53X
« Reply #48 on: February 19, 2009, 01:58:12 PM »
Here's a fun thing:

In one of the early episodes, I had to retrieve a datachip from an NPC's mansion. As soon as I grabbed it, I was contacted by the NPC and given an offer one just can't refuse (but of course I did anyway). The NPC swears revenge, I escape, episode conludes, etc.

BUT, a later episode had me return to the spinner from that early episode, and ask the very same NPC for a job. He didn't appear to have any recollection of my past encounter with him.

And even better, he showed up on my side in the final battle.

Offline EarthquakeDamage

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« Reply #49 on: February 19, 2009, 09:28:11 PM »
This probably isn't strictly a bug, but I can't quickfire unequipped boomerangs.  I can manually throw them, but I can't quickfire them.  Since quickfire is my preferred attack command (fewer keystrokes), I find this irritating.  I'm sure you did this deliberately to avoid wasting grenades and other dangerous or one-shot thrown weapons.  I think it would suffice to allow quickfiring of thrown weapons with an appropriate option enabled (maybe something as simple as Firing Priority set to anything but Default).  At the very least, I'd like to be able to quickfire weapons with the RETURN type, since you can't really waste those.

On a related note, I find myself very carefully placing weapons on my mecha to fine-tune firing order.  I mostly do this to prevent short-range weapons from telling me "No enemies in range" when I have a long-range weapon ready to fire.  Manually firing avoids this, but I prefer quickfire.  I'd prefer that if the current weapon doesn't have the required range, the next weapon of the same priority be used instead.  I mention the priority because I've recently taken to arming my mecha with a tertiary smoke launcher, and I sure as hell don't want to smoke up the place all willy nilly just because I'm too far away for my secondary melee weapon (especially since smoke currently turns space maps and the off-map borders of other maps blue, which is a genuine bug).

Also, I've noticed that firing priority is strange for manual firing.  My carefully arranged weapons are not listed in the same order for the manual list as they are when quickfired.  I'm not sure if you deliberately rearrange the list, or if firing priority is ignored, or what.  I just know the list order is wonky.

UPDATE:
I just discovered there's already a way to prevent a weapon from quickfiring.  The menu just doesn't let you toggle it for some reason (oversight?).

And since it crossed my mind, weapon settings are not saved in CHA files.  I learned this when using an old character in RPG mode (there's some config option IIRC that exports the character to CHA with every RPG save).  TBH they should probably be stored with the character.

Offline Jafet

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Bug List for Gearhead 2 Version 0.53X
« Reply #50 on: February 20, 2009, 08:04:05 AM »
* While we're on the subject of weapons, the "You don't have a weapon ready!" message should really not consume a turn. Considering that you usually enter this state by having half your mecha blown off, having the game decide to make for you an unwanted move could be disastrous.

* Beam shields should display having a CMX capacity of 0, as they actually do.

* When you attack something standing on a door (including yourself), the game presents you a menu to choose whether to attack the thing or the door. Exiting the menu via backspace/esc should do the expected thing, which is to cancel the attack and wait for further user input. Currently however, exiting the menu that way makes you attack the thing (including yourself) and also get a free attack roll on the poor door.

This used to be a major YASD in GH1 when firing plasma cannon while standing in a doorway or on downstairs. It should be easily fixable in the same way the issue has been fixed for stairs.

* [Edit 1] Additionally, the pop-up menus (gh2-ascii) for video news terminals, lunchbox vending machines and arcade games, should also accept backspace as a declining action.

* [Edit 2] Basically, I want backspace/esc to work as a cancel action anywhere. This includes in character creation, when renaming a mecha, and so on.

Offline Frumple

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Bug List for Gearhead 2 Version 0.53X
« Reply #51 on: February 20, 2009, 08:46:15 AM »
Weird one. I was poisoned, managed to make it to the doctor just barely alive. Talked to the doc, bought the illness treatment, and died in between being treated and returning to the conversation menu.

Odd thing is that I didn't actually seem to die -- got the message, but instead of actually dying or leaving the convo with 2 hp and no poison, I left it with full HP, no poison, and a reset mood.
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Offline Jafet

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« Reply #52 on: February 20, 2009, 11:30:35 AM »
* I just saw an enemy Buru Buru crash in space. A hit from my Mech Assault Rifle removed one of its legs, and perhaps its gyroscope? Hardly reproducible, but worth looking into.

Offline EarthquakeDamage

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« Reply #53 on: February 24, 2009, 11:53:04 PM »
The game occasionally crashes when opening a store that sells mecha.  AFAIK it may be a problem with the customization procedure.

UPDATE:

So I rescued a trucker from some bandits in a dust cloud.  She sent me back to retrieve an artifact from a derelict in said cloud.  When I found the ship, it was labeled "the S.S. #" on the combat map.  When I entered the ship, it had a proper name.  But from the outside, it was wonky.

UPDATE:

Dialogue option while smuggling a cold storage crate:  "Send if over"

Offline Kyosuke

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Bug List for Gearhead 2 Version 0.53X
« Reply #54 on: February 26, 2009, 09:25:45 AM »
Hmm.
I am currently stuck in the 4th level of the Theles Spinner (where the Gardener is).
However, I can't get out from that level at all as the game keeps saying the elevator is not responding.
I got to the top via the Spire on Level 3 as I can't seem to find any other entrance or elevators up.

Sad thing is that I saved after entering the 4th level. So now I am stuck in there, perhaps I scould find a way to create a stairs down to lvl 3...

Killing the gardener does nothing, joining the technocrats seem to just send me back on my merry way to the Salvation Hostpital with internal injuries which seems to be incurable.

Oh, and when I enter the Ascension Complex, the following error also occurred to me.
ERROR: Elevator 0/-1 ##2##............1..#---#

Offline Matrix

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« Reply #55 on: February 26, 2009, 12:03:44 PM »
Quoting: Kyosuke
perhaps I scould find a way to create a stairs down to lvl 3...

IIRC, the elevator can be unlocked by simply deleting its 'not responding' message (should be something along the lines of 'Print1<The elevator doesn't respond to you.>). If it's gone, the game will let you ride it back down to its destination point - the top level of the final spire.

Quoting: Kyosuke
internal injuries which seems to be incurable.

You have to use cybertech to cure those.

Quoting: Kyosuke
Oh, and when I enter the Ascension Complex, the following error also occurred to me.
ERROR: Elevator 0/-1 ##2##............1..#---#

Old news, really. It's just a cosmetic error with placing the elevator up to L3.

Offline Kyosuke

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« Reply #56 on: February 26, 2009, 04:06:35 PM »
Quoting: Matrix
IIRC, the elevator can be unlocked by simply deleting its 'not responding' message (should be something along the lines of 'Print1<The elevator doesn't respond to you.>). If it's gone, the game will let you ride it back down to its destination point - the top level of the final spire.


Hmm...
So I have to search the save or design file for some line for deletion?
Will do.
Thanks for the info.

EDIT:
Ah, found that line. I finally can get out of there.
Thanks alot, Matrix!