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Bugs and Gameplay issues


EvilleJedi
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Hi,

I've just downloaded this mod - both the 0.26c and 0.28 versions - as I am a big fan of SW Rebellion. Anyway I've noticed with both versions that the game crashes without warning (probably due to my video card, a Radeon 9800 pro, thought you would like to know though). I've also noticed a problem with some textures and LOD models - mainly with the Defender class Star Destroyer (one of the LOD models has a weird shadow projected over the hull) and some of the Imperial TIEs (I've seen the textures loose their mapping on a Defender). If you want I've got screen shots of these problems.

 

P.S. This is the best mod I've ever played!!!!!

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Greetings. I just DLed V0.28 2 days ago. I'm having a couple of crash issues.

 

System specs:

 

Soyo KT400 Dragon Black

AMD AthlonXP 2200+ @1800mhz

2 X 256mb Spectek ddr

Visiontek Xtasy 9600pro 256mb

On-board sound.

 

First issue, though not crashing, is this. When I go into player Vs. CPU, and go to select gametype, "HW2SW v.26" shows up in the list twice. Also, I think it's supposed to say v.28.

 

As for game crashs, when attempting to run a skirmish with "HW2SW v.26" selected, and empire and Alliance units set for me and the cpu AI, the game shuts down during load up.

 

Secondly, I am able to use Imperial and Rebellion forces in normal deathmatch play. When I attack with several fighter groups, and am zoomed in on a single unit of mine, the game shuts down.

 

If a enemy unit is venturing around alone, there seems to be no problems. It seems to only happen when I attack large enemy groups, like their starting point.

 

I'll post again If I find anything else.

 

BTW, just wanted to say, Great job! This is, by far, the best SW mod I've seen.

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v28 gave me those bugs:

 

no sound (HW has sound though, but not the mod)

 

ISD II has firepower 0

 

Update on the sound issue:

I have noticed that the mod makes all the folders (for saves, logs, screens and so on) at the place the *.lnk file is located, weird. However, it does - but not where it should (in the HW folder).

Setting the proper path for the HW.exe in the link file does start the game, but without sound and the bug described above.

 

Moving the link to the directory where the HW.exe is located does solve both issues: creating the folders outside of the HW directory and the sound issue.

 

greets

Homer

Edited by Homer
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v28 gave me those bugs:

 

no sound (HW has sound though, but not the mod)

 

ISD II has firepower 0

 

greets

Homer

 

Yeah several ships have that problem also why does the VSD-1 have more firepower then the VSD-2 and ISD/2/3 yet cost less? The only downfall to the VSD-1 is the speed but since hyperspace is so cheap its kinda meaningless? Another bug/design flaw IMO is the lack of shields on some ships which should have them, probably not the final stats for these ships but needs to be stated hehe.

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Hey, just finished downloading 0.29 and i've found a couple of bugs:

 

1st, the two exe's that come with it don't have the correct path names to the .big file (the fix is a simple cut and paste of the .big file name into the exes after you run them)

 

2nd, this is a huge problem and I'm hoping it's just me - no mole miners!

Several start to come out of the Fighter factory, but disappear and you can't build any more (this is in both Death match and privateer, i havn't tried katana yet)

 

3rd, fighters still love to become kamikaze pilots (while i think that they should be able to die if they crash into someone, it happens to much - especiall for capture craft)

 

If i get anymore bugs i'll tell you, but without mole miners they'll be short games!

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Oh, hahahaha!!! Man I feeeeeel reaaalllllly stupid!!! :D

 

Sorry about the 'problem' with the miners - I didn't see the new toggle for miners enabled or disabled (weird that by default it's disabled) :oops:

 

So sorry to any one I've alarmed with this error!

 

By the way, the new privateer game type is really cool

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When I am into the game and have a large fighter fleet the cameras pan stops working. this happened with ver. .28 and .29 how do I fix this. I tried mapping pan controls to something different.(num keys oridganaly arrow keys).
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When I am into the game and have a large fighter fleet the cameras pan stops working. this happened with ver. .28 and .29 how do I fix this. I tried mapping pan controls to something different.(num keys oridganaly arrow keys).

 

Yeah that happens to me in big battles too, I find switching to diffrent ships will fix it temp, also some times I can't select certain ships if I'm zoomed out too far.

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I've also had these same problems, the camera stops moving and I can't select ships when zoomed out to far in the sensor screen. As for the inability to pan the camera, the only way I've found to fix it (for a while) is to select another ship and centre the camera on them.

Gets really annoying during battles!

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Hi guys, just letting you know the music pack really enhances this mod's current coolness. Anyway, down to my two credits: The Executor model is kinda glitchy now since 2.8, its engines are floating disattatched from the hull... lol. but you probably already know this ^^; The Victory II SD has no docking capabilities, (was this intentional?) a v2.8 issue being the Imperial Escort Carrier also had docking issues. The Guardian Light cruiser doesn't even fire at all from what i could see, but i could be mistaken. um... the Fighter space platform has docking issues. Will the shuttles be able to dock with the carrier capable ships like the ISD's in the future? Other than that, I can't think of anything else of te top of my head. I'll post when I do.

 

 

Thanks!

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Hi guys, just downloaded the newest version of the mod a couple of days ago and i have to say it looks great and i'm sure i'd enjoy playing it if it didn't crash every time i got into a fight. So far i've had two different reasons for crashing the first :

Homeworld2.exe caused an Access Violation in module seFDAudio.dll at 001b:03331cc9.

Read from location ff00a3b4 caused an access violation.

 

and the second:

Homeworld2.exe caused an Access Violation in module ntdll.dll at 001b:77f7e22a.

Read from location 01010115 caused an access violation.

 

if anyone could help me avoid these it would be great thanks.

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Hey Wolfsbane, for something related to the first error you had I had a similar problem back on page two. There I had a sound problem when I zoomed in on some action. The error was circumstantial. So, if you find yourself in a similar situation... simply avoid zooming in. EvilleJedi said he'd look into it.

As for your second problem, I haven't encountered so sorry if I cannot help you there.

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Just a question....i just got the game installed and when i played for the short time i did....there was no sounds to the game. Was wondering how i could fix this as it gets kinda boring making up ir own sounds in ur living room lol.
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Hmmm, fighters still go on suicide runs too much - I like the idea of it being possible - a fighter crashing into another ship, after all a fighter flying towards an enemy cruiser while firing may not always pull out in time, though it's happening too much my six squadrons of E-Wings were attacking a refinery ship, just for fun, and at least a squadron worth of fighters went on kamikaze runs :(

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  • SWR Staff - Executive

as for the camera issue\, with it getting stuck, I really don't know how to fix it yet...

 

the kamikaze just requires more tweaking of the fighter scripts, it's a really annoying problem, but it's even more annoying to fix completly (if you play 0.25 or the like this was a lot worse.

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On the bulwalk cruser or something like that I can't get it to build the torpedo moduale. It is gayed out. I have reaserch diabled.

 

that happens when the ship is first built and when its trying to move away from the shipyard. to make it quick just hyperspace it to somewhere open then you *should* be able to build the modules then.

 

this mod is b-e-a-utifully made and just what all the RTS&SW aficionados need. but i did find a few bugs/issues:

 

1. the fighters flight path is not that smooth, and thats ok. but their behavior is kinda random as a squadron. especially when i issue guard orders, 3 of the fighters might be fighting the enemy, the other 2 just flies around the ship and do nothing, and sometime the gap/distance between squadron members could be as long as few dodzens of km :roll: .

 

2. i know this is not completed, but some ships's engine trail/light/bubbly bright thing/ is not exactly behind the thruster but theres some gap in between, and it looks funny like a bubble hanging behind the ship, :lol:

 

3. the big SSDs (especially the Executor) are somewhat glitchy when zoomed out. hmm and fighters and ships can actually fly through it 8O (as well as hyperspacing into each other).

 

4. when a new production facility is built they tend to move around a lot. dunno why, maybe because they are too close to each other?

 

5. sometimes ships wont dock in a group, but can be solved by issuing dock order to each of the squadrons

 

6. docking speed is kinda slow :P

 

7. not really a bug, but adding some info into the production screen would be nice (like what the research is for, and what weapons do the units have). also some of the info in game atm is not correct, eg. Imperator II has damage/sec of 0 and Imperator III's damage is 900 :? ...and vengence, i think its somewhere in the 6000, which is even lower than that of Victory II's damage 8O !

 

8. theres a gap, or something is missing on the executor SSD's bridge, i mean the little bridge part of it just floats above the body...

 

9. me cant build ze deaz zdarh(death star) and ze strident zdar defendar (strident star defender), aaarrrggghh, my hartz, zey burn! zey supa lazerz, zey cannot be found!

 

Anyway, other than that its a fantastic mod, its the only mod i play now :D

and sorry for being repetitive if those issues have already been reported and/or they are being fixed.

 

Thanks for the fantastic mod and keep up the good work!

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No. I can build all moduales except the torpedo.

 

Yeah, the same here - just played a game where I needed to built a Bulwark and could only build 4 modules - the torp module appears as if it hasn't been researched. Also, there are 6 spaces for modules, yet only one of each module can be built :?

Unlike BobandRubert I have research enabled - so it seems to be with version 0.29

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I know I have posted this already, but am I the only person who's computer is slowing down when to many warship are being built. Because it is not even that manywarships it is only about maybe 4 Mon Cal Cruisers and my game slows down to about a crawl. I have a 1.33 Ghz proccessor and a Radeon 9200, is anyone else haveing problems besides me?
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When there are too many warships it WILL slow down - I've got an AMD 64bit 3000+, 1 gig of RAM (PC3200), and a Radeon 9800 Pro and battles run slow when there are large fleets fighting.

My latest battle included (my) 4 DSDs, 1 Bulwark, 5 Assault Frigates, 2 Strike Cruisers, 4 Light Frigates, 4 Neb-Bs, 2 Gunships, 8 Lambda class Shuttles and 8 E-Wings squadrons vs. 1 MC80c, MC80, MC80a, 2 MC80b liberty, 8 Strike cruisers, 4 Dreadnughts, 1 Assault Frigate, mixture of fighters.

There was a third player, though they weren't in the battle. As soon as the fighting started, my frame rate dropped to at least half. If I recal right, Evillejedi was saying that the original homeworld 3D models where very low poly models, where as the models used in this mod are very high - so you're not the only one who will have your computer slow down as the fleets increase. I think that EvilleJedi was also saying, correct me if I'm wrong, that the weapon effects weren't optimised yet? :? ?

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