FAZ Beta R4 Known Issues

Questions / Announcements area for beta tests of Allegiance's future updates.
aem
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Post by aem »

This is a listing of known problems with the R4 beta client and/or server. If you've ran into one not on this list post in this thread. This is not the place to make comments about gameplay or feature changes. If you don't like cons building fast for example, don't post that in this thread. If you see an obvious bug with cons building this would be the place though.

White: Issues that have not been resolved.
Green: A solution has been coded and the issue should be resolved in the next build
Red: Newly added to the list (may or may not be a result of a new build)
Striketrough: Should be resolved in the most recent build, post if you are still having problems.

Known Issues

The new Voice Chat packs going around are NOT compatible with the newest R4 build. To play R4 for now you will need to use a compatible Quick Chat list. You may download the default list that comes with Allegiance from http://www.AllegTraining.com/quickchat.zip. Extract it and put QuickChat.mdl in the dev folder that the beta uses (Program Files/Allegiance/artwork/dev/).

UPDATE: The installer will now do this for you if you say yes when asked about having any of the new voice chat packs.


GraphicsGarbled text in the chat pane for many people when in 32bpp mode using certain ATI cardsSome parts of the inventory pane (F4) become completely transparent.Small lines or shapes that aren't supposed to be there.Missing pixels.Screen flickering occasionally, like a model is in the background (post if you see this because it seems very rare)Idle cons/drones "dancing" or "jittery" May only occur when you have a ship in the sector and are moving. (haven't tested this with other players in the sector yet, post if you have more details)F3 View Grid cutTurning off teams:Can't start the game when yellow is turned off.Balance button assigns players to teams which are turned off.Joining a team that has been turned off in a method such as the following (correction, bug exists but I was incorrect in the way it occurs): This can happen when you are on a team and the game hasn't started, but you leave, the team you were on is closed, and you rejoin to find yourself on the closed team.OtherDonations not set correctly following mutiny, as shown by the following example with Team 2 turned off.

Code: Select all

Player1, Player2, and Player3 join Team 1, Player1 is commander.
Player2 mutinies and the vote is successful and he gets the money from Player1
All players are still donating to Player1.
The mission briefing is covered up by the map previewWhen the number of drones allowed is turned up some tend to go missing from the server. Their location is listed as "unknown" in F6 (team pane) and trying to go to them crashes the server.Ranks currently get cut off for players with long namesSuccessful mutiny does not give new commander the moneyF6 crashingIf you think you have experienced any of the following issues, in particular, please double check you have the latest client and test it again to confirm and post here:ANY problems with graphics in 16bpp modeANY crashes or problems you think are related to F6.Draw or resign votes where the commander on the other team automatically votes no without being askedMiners reluctant to mine, having to order them around when you shouldn't (or other miner/con problems)Any information related to cons going out of the sector and killing themselvesThis happening:
apathos wrote:QUOTE (apathos @ Jun 1 2007, 10:59 AM) Only other thing, when in a 1 team game with FF on, the game did not end when all the techbases and garrisons were destroyed. I had one outpost left, which I built a garrison const. from, held con and then blew up the outpost. That ended the game. While down to just the outpost I could not build techbases, but I could build any other constructor (caltrop, drone, op, tp, etc.), and I could still build miners. Maybe it was supposed to be this way, but if not, there it is.
Unless it is supposed to happen?
Last edited by aem on Wed Aug 01, 2007 4:53 pm, edited 1 time in total.
parcival
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Post by parcival »

Also, I noticed something on a 1 Vs 1 test game. I called #draw but the vote was immediately rejected with one vote against. I guess it is set that the commander automatically votes no on a #draw call, even when he is the one proposing it.
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KGJV
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Post by KGJV »

parcival wrote:QUOTE (parcival @ Jun 8 2007, 05:02 PM) Also, I noticed something on a 1 Vs 1 test game. I called #draw but the vote was immediately rejected with one vote against. I guess it is set that the commander automatically votes no on a #draw call, even when he is the one proposing it.
Did you try this with latest R4 version ?
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aem
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Post by aem »

parcival wrote:QUOTE (parcival @ Jun 8 2007, 11:02 AM) Also, I noticed something on a 1 Vs 1 test game. I called #draw but the vote was immediately rejected with one vote against. I guess it is set that the commander automatically votes no on a #draw call, even when he is the one proposing it.
Yeah I was there with you right? I tried to reproduce it but was unable to. I'm not sure this was a bug or some compatibility issue with using different builds of the client. If you can reproduce it let me know. I will add it to the things to look out for though.
KGJV wrote:QUOTE (KGJV @ Jun 8 2007, 11:07 AM) Did you try this with latest R4 version ?
I don't think I have specifically tested this with the new build. I don't believe any changes were made to correct this though? I think it is still an issue but I'll test it again this afternoon.
Last edited by aem on Fri Jun 08, 2007 4:11 pm, edited 1 time in total.
Dogbones
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Post by Dogbones »

I saw at least one game yesterday where a solo com on a one team game was able to #draw and end the game.
I was also able to initiate a #draw on a 1 on 1 game.

Edit: stickied this thread
Last edited by Dogbones on Fri Jun 08, 2007 5:23 pm, edited 1 time in total.
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parcival
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Post by parcival »

I'll try again and let you know.
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apathos
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Post by apathos »

I played a 1 v 1 with AEM the other day, and noticed the mini-map had one line drawn as if the sector was mis-matched from symmetrical. I mean that one sector looked like it had been moved slightly to the side, so the lines connected to it were crooked.

I will try to reproduce the problem.

EDIT:

Top center aleph appears misaligned, never seen this in R3 before.

On second consideration, it appears that all of the middle alephs may be off a little...
Last edited by apathos on Sun Jun 10, 2007 8:39 pm, edited 1 time in total.
apathos
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Post by apathos »

Also, I confirmed the FF-on, 1-team game will not end until all dockable bases are destroyed. I have screenshots of the F8 menu with only an outpost as the option. Again, may not matter.
terrenblade
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Post by terrenblade »

Have you tested with launch only bases? 'Nix trancevers persay
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History
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Post by History »

I just crashed when pressing F3 in flight (gregh adv scout) on Epic DN core. Can't find any relevant logs.
History doesn't like to repeat himself.
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