Bug report

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Bug report

Postby Ze_PilOt » 07 Mar 2012, 12:44

https://bitbucket.org/thepilot/falobby/ ... -from-chvd
(You've got the log at the "end")


Is this due to a badly hooked script or an error from my conversion, or is it a bug in blackOps ?
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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Re: Bug report

Postby FunkOff » 07 Mar 2012, 15:35

warning: Error running lua script: Invalid bone index of 1; must be bettern 0 (inclusive) and 1 (exclusive)
stack traceback:
[C]: in function `GetPosition'
...orged alliance\gamedata\lua.scd\lua\defaultunits.lua(3310): in function <...orged alliance\gamedata\lua.scd\lua\defaultunits.lua:3306>


This makes me think the error was because of the ship-sinking script. All the times I've tested it, ship wrecks work with blackops units, but admittedly I haven't tested every single one. Test-sinking every ship that blackops adds is probably a good place to start.
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Re: Bug report

Postby ExavierMacbeth » 07 Mar 2012, 18:07

I have to agree its not a Blackops script thats failing though I don't know enough about the ship sinking scripts to know if thats the cause.

I can say that prior to the errors it looks like only 3 Blackops units had actually been built...
brb1202
brb1302
brb4207

Looks like what actually blew up was these scripts:
Code: Select all
debug: Loading module '\000/projectiles/caamissilenanite02/caamissilenanite02_script.lua\000'
debug: Loading module '\000/lua/cybranprojectiles.lua\000'
debug: Loading module '\000/effects/entities/debrismisc04/debrismisc04_script.lua\000'
debug: Loading module '\000/lua/genericdebris.lua\000'
warning: Error running lua script: Invalid bone index of 1; must be bettern 0 (inclusive) and 1 (exclusive)
         stack traceback:
            [C]: in function `GetPosition'
            ...orged alliance\gamedata\lua.scd\lua\defaultunits.lua(3310): in function <...orged alliance\gamedata\lua.scd\lua\defaultunits.lua:3306>
None of them we touch that I am aware of. Granted I don't exactly know what was blown up at the time the error was thrown. Perhaps the unitIDs I listed above will narrow your testing targets down :)

Hope it helps but I won't be avalible for direct troubleshooting till the weekend.

EDIT: GPG uses "u" and "x" for their unitIDs, Unleashed uses "b", ACUS & SpecWep use "e". Makes it much easier to track what units are being used in a game :)
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Re: Bug report

Postby AwarE » 25 Mar 2012, 00:44

I think there should be some notification in the game start interface that the Black-Ops mod is enabled, same as already shows in red as "Build restrictions enabled" and " # Mods enabled". When you join a Black-Ops game at present there seems to be no indication that the game is a mod except the small print in the 'Find Games' screen.

roj
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Re: Bug report

Postby Ze_PilOt » 31 Mar 2012, 22:04

Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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Re: Bug report

Postby lt_hawkeye » 01 Apr 2012, 03:19

known bug and fixed already... i need to poke mike again to finish the texture work on those two units
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Re: Bug report

Postby ExavierMacbeth » 01 Apr 2012, 03:27

Ze_PilOt wrote:Bug report for blackOps team :

https://bitbucket.org/thepilot/falobby/ ... itadel-bug

Hmm i will poke hawk on this as I coulda swore it had been fixed. Though it might be fixed in the as yet unreleased version lol.

EDIT: I gots ninjaed :P
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Re: Bug report

Postby pip » 29 Apr 2012, 17:00

People can't join any Black Ops games on FAF today (since last update?).
People can't join games, or ping appears as "xxx" and games can't be launched.
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Re: Bug report

Postby Ze_PilOt » 29 Apr 2012, 17:54

Fixed.
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Re: Bug report

Postby AwarE » 06 May 2012, 03:41

Thanks for fixing the experimentals... now Black ops builds all of them.
At the same time the Aeon Faction seems to have stopped building T1 Black Ops units when using Sorian AI. Whats up with that? Other Factions like UEF do build T1 BO units.

roj

This has been FIXED with latest lobby patch.
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