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scottlu WI Founder

Joined: 15 Aug 2003 Posts: 1773
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Posted: Mon Feb 16, 2004 7:05 pm Post subject: Unit In Area Condition bug |
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Girt found an interesting bug in the "Area Contains..." condition. The bug is in the game, I would like to fix it but I need to figure out if any of our shipping levels are dependent on it. Here is the bug:
If you have the condition "Area Contains..." to test for unit X, side 1 in the area, the game will consider the condition satisfied if you have the asked for unit (independent of side) and the asked for side (independent of unit). _________________ Warfare Incorporated Development Team |
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crakerz Mega-Poster

Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
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Posted: Tue Feb 17, 2004 12:40 pm Post subject: Re: Unit In Area Condition bug |
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scottlu wrote: | Girt found an interesting bug in the "Area Contains..." condition. |
Understatement of the month, IMHO
It sure does explain a lot of weird things happening (like painful hair loss) that were driving me logically crazy (short drive though that is).
Nice find, Girt. _________________ Why negotiate when you can just blow things up?
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scottlu WI Founder

Joined: 15 Aug 2003 Posts: 1773
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Posted: Wed Feb 18, 2004 2:29 pm Post subject: |
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This is fixed for next release. However we already have v1.0a out there containing the broken logic. So... we're going to require authored missions to require v1.0b, which will release at the same time as the editor. I will release v1.0b beta binaries with the next version of M which requires it. The bonus with this is that ARM users will be forced to run the ARM version (v1.0a doesn't enforce this). _________________ Warfare Incorporated Development Team |
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SoLan Very Active User

Joined: 13 Jan 2004 Posts: 183
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Posted: Wed Feb 18, 2004 3:57 pm Post subject: |
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Does v. 1.0b of the game also fix the "Ecom virus" - the problem with the game freezing at certain characters (my problem was with ’ in stead of ') in Ecom messages? _________________ --SoLan
Palm Tungsten|T3 |
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scottlu WI Founder

Joined: 15 Aug 2003 Posts: 1773
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Posted: Wed Feb 18, 2004 5:53 pm Post subject: |
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I just fixed it, let me know if it is still a problem when with 1.0b (I'll release to this group tomorrow most likely). v1.0b is going to cook for awhile yet before releasing publicly. _________________ Warfare Incorporated Development Team |
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TankGirl WI Forum Novice

Joined: 19 Feb 2004 Posts: 2 Location: UC Berkley
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Posted: Thu Feb 19, 2004 7:26 pm Post subject: Newbie |
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scottlu wrote: | I just fixed it, let me know if it is still a problem when with 1.0b (I'll release to this group tomorrow most likely). v1.0b is going to cook for awhile yet before releasing publicly. |
So, should I, like, wait until then to start building ? Or will 1.0a levels work on 1.0b editor?  _________________ "Feeling a little inadaquate, boys?" - Tank Girl |
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crakerz Mega-Poster

Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
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Posted: Thu Feb 19, 2004 7:37 pm Post subject: |
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Editor should have nothing to do with it. It's the game engine that has the actual logic (and the above mentioned bug), so you should be good to go, TankGirl! _________________ Why negotiate when you can just blow things up?
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Girt Established Forum User

Joined: 15 Aug 2003 Posts: 96 Location: Co. Springs
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Posted: Mon Feb 23, 2004 1:38 pm Post subject: re: Newbie |
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Crackerz, you forget your manners.
Welcome, Tank Girl!
Glad to have you with us. _________________ Unit: Palm Tungsten T|X |
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