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istrolid-bugs's Issues

Games in 1v1t after fleetswap do not correctly display fleet

Along with the fleet not updating, the fleet shown is displayed incorrectly. (Ex: I have 2 fleets - 1 and 2. I'm on fleet 1 and then change to fleet 2 in spectator. When I play though I see the fleet 2 ships but spawn the fleet 1 ships.)

Attacking AI commands are changed into 'faster' after recent patch

screen shot 2017-07-21 at 05 11 56
(It's supposed to be 'less range than 1300')

When it happened to 1 ship with 1 attacking command is fine, however, for a whole fleet, over 80% of the maximum fleet, and over 6 attacking commands per ship is not fine.

I know the bug only affect the appearance, ships still work the same way, although it's extremely hard to figure out which command causes the ship to 'run into the enemy'

So, please fix this so our AI can properly run into the enemy.

Sidewinder will aim towards cloaked units

In the presence of cloaked units, sidewinder will either shoot towards them (and miss, of course) or will just have the shots fly north and south. Presumably because sidewinder aims at the closest unit once the shots are fired, even if the closest unit is cloaked.

Client bugs out sometimes during server type switch

Sometimes when the server type is changed without reconnecting, the client side is bugged out. Possible side effects:

  • Wrong game type displayed
  • Erroneous or missing join team buttons
  • 1v1r not starting on join; needing host to start manually

image

Above game is a 2v2, in progress, yet the UI is super bugged out and displays 3v3, as well as join buttons for both teams.

Leaving a server doesn't make you leave the server

Leaving a server and going to your local battleroom, you can see people chatting from the server you just left. This leads me to think leaving a server doesn't actually work. This may also explain why some servers are locked while only 5-7 people appear to be in.

Client bugs sometimes when switching server type

Here is a 3v3 after the server type was switched from 1v1t. Note the server type indicator says it is 3v3, and the chat shows the server has been changed to 3v3. Note, however, that the button above alpha team still says "Waiting for players 1v1t", and that the join button disappeared after only one person joined beta team, probably because it still appeared as 1v1t. Note also that 2 people were able to join alpha, which shows that the problem did not apply to all the players.

server switch bug

@treeform here is the screenshot for the bug JWDEGames was talking about.

AI dropdowns resetting to default

The guard command occasionally changes to capture. I hear that happens with other commands too, but I haven't experienced this with other commands.

Add reconnect to server button

Sometimes if you're in a game, and the game freezes, it becomes impossible to reconnect to the server if it is already locked, resulting in a player being unable to do anything and unable to reconnect without opening the console. Adding a button right above the "Leave Game" one that runs battleMode.joinServer(battleMode.serverName); would solve that problem.

Automatic changing of command details when moving attack command above another attack command

I noticed that almost every time I move an attack command above another attack command in the ai, it will automatically change some detail in the ai command. Some common changes include:

  • Swapping attack types: For example if a ram command was above a kite command, moving the kite command above the ram command will change the kite command to a ram and the ram command to a kite.

  • Swapping stats: Same as the attack commands bug except it affects the stats of the target that the commands are analyzing, instead of the attack type.

I'm not sure if these are just cosmetic bugs that leave the actual ai unchanged, or if they actually affect the ai. I did notice this one time when I moved an attack command (one with attack type "attack") above a flee command (I wanted to change the attack command to a flee). It automatically changed to flee when I moved it above the other flee command, so I assumed it was flee and left it alone. The next time I checked it had reverted back to attack.

These can be easily reproduced, but I can attach screenshots if you want.

"Z" Command Acts Like Stop

When z is pressed, it clears ship states in addition to locking it. This includes destinations and follows. For ease of use it should only apply lock, not clear other ship states as well.

Cloak Module Stats Inaccurate

The cloak module says that it can keep 165T cloaked while moving. However, it seems to only be able to cloak 160T. My friend and I have both had times when we built a carrier that was between 320T and 330T. Even though 2 cloak modules = 2 x 165 which is 330, which means it should keep cloaked since the ship is below 330T. However, after the ship fully cloaked and we started moving it, we started noticing the ship gradually decloaking, indicating that the cloak module was beyond its weight limit, even though we weren't. This never happened when the ship was like 314 or 315T. Since the old limit was 160T, this leads me to believe that somehow there was a mistake and it's still set to 160T, even though it says 165 in the stats table.

Chat not logged when viewing multiplayer panel

The chat in a given server is not logged when the player checks the multiplayer section (general chat + servers + playerlist) of the game; any chat that goes on in the original server the player was in is not displayed if the player returns to the server. The game should still be showing the chat since the player never leaves the server.

recharging bug

my ring bomber run out of energy in energy transfer radius, it doesn't recharge, after it i turn it a bit it starts recharging again
ring bomber glitch

Weapons can be placed between spinals

Weapons can be placed and built on anywhere that is registered as a spinal mount, including the unused portions of mounts if two are placed vertically. Weapons placed this way will not actually fire, but will affect ship stats (cost, hp, weight, etc.)

image

Fleet Swap Unsaved

When players swap fleets in spectator mode the changes are no longer sent to the server, but if they afterward join a team it will not always update their fleet, leaving them spawning from whatever the server had saved for them. To fix this a fleet update should be sent whenever a player joins a team from spectators.

Play vs AI won't load

Play vs AI mode won't load as it is displaying waiting... almost every time I try it:
screenshot 2017-10-19 at 6 54 57 pm

Orange Background Too Bright

The bright orange background that is sometimes seen during games (example can be seen in the background of the Curves and Shadows banner) is excessively bright and not only does it not fit the current theme of duller pleasing to see backgrounds but it hurts your eyes. Ideally this background should be removed or made a lot duller.

AI just stops in battle (some units at a time)

After sitting for about 5 minutes in a battle, some of my AI kiters just stop moving, they don't do anything, such as attack, move, etc. I have to click on them in order for them to come back alive. This is me being the ai, not a temporary player.

Able to be placed in 2 battles

One time after becoming disconnected (wifi went down) and reloading the game webpage, I was able to join a new match while in my previous match, I was being shown as inactive on the server on my friend's computer (he was in-battle). I was still able to leave this match and re-join the one I left.

Sort Friends

Many players have requested that the friend list be sorted in some way.

The following code will sort the friends list in alphabetical order, putting online friends first so that everyone online appears on the top.

function sortFriends(){ friendson = []; friendsoff = []; for(var i in commander.friends){ if(commander.friends[i] == true){ online = []; for(var j in chat.players){ online.push(chat.players[j].name); } if(online.includes(i)){ friendson.push(i); } else { friendsoff.push(i); } } } friendson.sort(); friendsoff.sort(); commander.friends = new Object(); for(var i in friendson){ commander.friends[friendson[i]] = true; } for(var i in friendsoff){ commander.friends[friendsoff[i]] = true; } account.simpleCommander(); account.rootRealSave(); }

Example:
image

Building friends list sorting into the game would be rather nice and convenient to most, and make the friends list a little easier to use. Currently most people decide not to use the friends list for the reason that it is extremely messy.

Massive lags even though servers and MY connection are both fine

When I play, the game starts freezing and disconnecting. It lasts 1-5 seconds.

  • It's not the server: people don't seem to have this issue

  • It's not my connection: I have been playing with streams in the background for years, and they aren't interupted when these lags happen

My PC even says I lost my connection to Internet while they happen, even though I know the connection didn't drop (No complaints from familly members browsing at the same time, audio/video streams not dropping)

It doesn't seem to happen when I spectate.

Maybe it's my connection being critically lagging somehow (which I doubt), and then playing is the straw that breaks the camel's back ; or maybe it's a bug.

Previous battle chat loads in Play vs AI

After leaving a multiplayer match to go to a Play vs. AI match, my chat from the previous battle was directed towards my new match and updated live as if I was still there. My messages posted to this chat were able to be read by the people still on the server as well.

AI bugs

AI commands for attack and kite do not work as intended

2 major issues with the AI attack command

Since the recent cosmetics update, AI "attack" commands have become broken in 2 major ways:

  1. When the command triggers, it is supposed to make the ship turn to face the enemy that triggered it. This rarely happens now, instead it will usually stop and only stop the ship.

  2. This bug is considerably rarer. Sometimes, the command will make the ship move towards the enemy, even when it doesn't need to, resulting in ships with this command sometimes randomly advancing. This bug sometimes even triggers on enemies outside the command's trigger range.

As both a "cyborg" and an AI enthusiast, these bugs have hit me hard. Please fix them as soon as possible. Thanks!

Broken sound steam version

everytime i open istrolid all my laptop sound system broke
i try mute and change sound to 0
i try mute both electron on sound mixer
not fixed
here example
https://cdn.discordapp.com/attachments/231268292667375617/340248914588598283/2017-07-28_05-44-06.flv (Istrolid only)

https://cdn.discordapp.com/attachments/231268292667375617/340249900514148355/2017-07-28_05-49-00.flv (istrolid with dota)
this broken sound affect everything like music or movie
and it stop after i close istrolid
ps only steam version web version good

Ships randomly added to groups

I always use groups the same way: all carriers in group 3. But sometimes my other ships, fighters or else, get randomly added to said group. This can mess up micro a lot.

AI still freezes

I'm yellow here in the picture below and even after the update, my AI still freezes. I still have to reactivate them by moving my ships around every 2 1/2 minutes. As the game goes on, this can become up to every 10 seconds.
screenshot 2017-12-06 at 1 32 50 pm
As you can see in the picture above, they seem to just be sitting in their arc-like position This bug seems to be constant in AIs that have the stay at range command. After a certain amount of time, the ships will stay at range, even though they are set to only stay at range of enemies that are closer than their range.
Here is my AI:
screenshot 2017-12-06 at 1 43 07 pm

Overkill bug

There's a bug where when a shot hits a target at the exact moment the target is killed by another shot, it will still dissipate against the target, as if it hit a living unit. As an example, when 2 53-damage plasma shots hit a 40hp fighter at the exact same time, both shots will dissipate, even though only 1 of the shots should've been "used" to kill the fighter.

My Best Times on Challenges do not Save After Closing the Game

Whenever I complete a challenge my best time will show up in the bottom of the square that was completed. But whenever I close the game out or press Quit Game and then re-open the game all of my best times will be gone (even though pressing Quit Game says that it saves all the data). I've tried everything and can't seem to figure out why this is. Please help. Also is anyone else experiencing this problem?

Spinning units draw in other units

I saw a pack of units doing this,
2018-01-14

and didn't think much of it until my friends units were moving towards them and he couldn't change their course, he could confirm he's not using AI, and the person using them said that their working.

Could be their causing lag

Money Saved Glitch

After opening in-game chat, and closing it, money saved glitches out for a second with a very high value.

To reproduce: Type something in the chat accessible while in game and exit.

F commands gets "forgotten" by game

When I F a brawler on an enemy for example, it sometimes works normally, but sometimes just gets forgotten. It seems to happen when I quickly select & move another ship after issuing the F command.

Doesn't happen on brawlers only, fighters do that too sometimes. Many times I have used F offensively, only to witness my ships face the other way around 2 seconds after and lose the fight. Anyone else experienced this problem?

The RPM of the ring in the editor is inconsistent at high levels of damage

The behavior is that the ring spins faster with more damage. However, at certain amounts of the damage the ring will spin much more slowly. This was tested by adding damage mods to a single ring.

The following ring damage values will experience RPM decreases in comparison to speeds demonstrated by earlier amounts of damage.

24706.5
19005
3028.8
6654.2

There are probably more damage values that experience slowdown if you modshare, allowing for different damage values than a single ring with damage mods.

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