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Bugs and Gameplay issues


EvilleJedi
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Well, I've found with my system that so far on this mod runs slow on my computer. The card is great - though I use to have a GeForce 2 32mb GTS before (imagine my surprise when new games ran on my computer :wink: ), so I'm not sure how much of a difference it would make between a 9200 and 9800 - but I think it's substantual.

If you can afford it, I'd say get one - especially with upcoming titles like Doom III, Halflife 2 and S.T.A.L.K.E.R.

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First off, congrats on your honourable mention in PC gamer, as well as the greatness of this mod. I am, however, having a slight glitch. The close-up textures for my imperial ships are randomly not showing. Some of my ships have no textures at times, but do on others. Sometimes they are half textured. Not sure if this is common or just me. Again, congrats evil!

History is on the move, Captain. Those who cannot keep up with it will be left behind, to watch from a distance. And those who stand in our way will not watch at all.

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Sorry about the double post, but I have apparently fixed the problem. The version of the mod that I was using came in RAR format (to un-pack that is) and for some reason randomly chose not to display the close-in skins (by random I mean sometimes the TIE Fighters would be skinned, sometimes not). I got the version my friend is using, which comes in a zip files with the shortcuts (mine didn't have those) amd it seems to work well.

History is on the move, Captain. Those who cannot keep up with it will be left behind, to watch from a distance. And those who stand in our way will not watch at all.

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Hey again, I've obviously been playing the Warlords mod for a while - yet this only came to my attention a couple of days ago. I was playing as the Alliance, no surprise there :wink:, when one of my DSDs was fighting an ISD. Anyway, to the point - I compared the ship's speeds, and the DSD is slower than an ISD, where following RPG stats the DSD is an entire space unit faster ie. the same speed as a MC90.

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First, I'd like to express my pleasure at having played/tested the Starwars Warlords Mod for Homeworld 2. EvilleJedi, as well as all who have aided him rock! However there is ONE major point that really needs to be discussed. That point is the maximum playable map size

 

I'll keep this short and simple. Those who are working on this project are SERIOUSLY limiting the playability of this Starwars Mod. With a modern computer and a gig or more of RAM, a Homeworld 2 map can be truely massive. I've made a map (as a simple test) that was a 1000 kilometers across without any slowdown. It was hard to navigate, but it can be done. In fact, I think I could have made a much larger map then even that.

 

What really limits the playability of a map that big is not so much the size, but all the crap that map/ship designers put into their designs. We've all played Homeworld 2 missions that quickly slow down as the debris piles up. If the ship designers simply remove all debris spawning from their ships, and the map designers remove all spinning wreckage/resources, you suddenly have the ability to play on COLOSAL sized maps without ANY slowdown.

 

The ship sizes and costs in the Starwars Warlords mod, as well as the cheap hyperspace costs, all point to the need of truely massive maps in order to attain the grand fleet combat experience I think the designers want. This can be easily done if the designers are willing to simply remove debris spawning and spinning map wreckage. To not do so will reduce the Starwars Mods fleet engagements to nose to nose slugfests. Harly worthy of all you aspiring Grand Admiral Thrawns out there.

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maximum map size so far is 19 billion km

 

HOWEVER

 

the problem with large maps (>2000km) is they are basically unplayable.

 

1. this isn't a ground based RTS, there is a concept of volume which squares the playable area and efectilvy makes probes even with huge radii useless (trust me I have looked into this, maps over 1000 km quickly become a game of chance in finding you opponent)

 

2. you do make a good point on the salvage, but unfortunately this also applies to resources also so rus would be few and far between

 

3. the renderer pretty much gives up at 10000 km, this is a hard coded depth buffer problem that causes constant flickering of objects to the point of nausea

 

4. the movement cursor breaks at around 2000 km, this also seems to be hard coded

 

 

ideally a no resource custom starting fleet map could be done at around 1500 km and be playable, one is already included in the as now un-released test version

 

anything bigger would make small maps even more unplayable

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Thanks EvilleJedi. I also wanted to point out a mistake on my earlier post. The test huge map I played was 10 000 km, not 1000 km. You can find your opponents on a map that big, but you have to use sensor ping to do it. Sending out probes just isn't worth the time it takes for them to arrive at their destination. In fact, if you can't hyper then no travel is worth it on a map that big. A map sized that large quickly demands the use of hyperspace travel and gravity well generators. It was great, there was a strategic element that is missing on the standard sized maps.

 

On the downside, the controls became a bit awkward. Unless you formed everything into task forces, it was sometimes hard to find them. Also, scrolling the camera viewpoint even in the sensor manager could take a lot of time. Still, the advantages to a map that size was worth the few inconvieniences.

 

As for debris (both starting location and ship spawn based), it really kills game playability....but it sure is pretty. Thanks again.

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  • 2 weeks later...

I've been making a bit of a list of some bugs and other things I've seen while playing Warlords as of late. I figure it's easier to look at a list of problems rather than posting everytime I see one little thing, so it's a pretty big list. Here it is (I've tried not to double up on any bugs already mentioned for version 0.29):

 

System Patrol Craft doesn't appear to have any real or proper texture;

The Lamda Shuttle's top wing isn't connected to the hull;

Heavy Corvette's lower turrets aren't on the hull properly;

Can't dock with the XQ-1 Space Station;

The explosions/fire on a XQ-1 move away from the station;

If a group of fighter squadrons are ordered to dock with a Golan III, only one squadron will - the others must be ordred again, individually;

When docking, fighters fly backwards;

The Alliance Carrier's hangar light efects the top of the ship;

Flickering Textures (mainly on LOD models, zoomed out far) for: Corellian Patrol Craft, all MCs (including the Mediator) except MC-40, Harrow SD;

Model problems (such as areas where the model has dark patches): A-Wing (Dark zones), Defender SD (Dark zones on LOD model), Mediator (LOD model's nose has a section jutting out), Harrow SD (Dark zone on High detail model), Corellian Light Frigate (weird LOD model), Grav Well (Dark zones on LOD model), Repiar droid (dark zones on the tanks on its back), MC-90 (textures and lighting makes it seem less "real" than other ships, kinda superficial though);

Fighters tend to crash into these objects more than usual: Executor SSD, Vengence SSD, Cruiser Shipyard and Refinery ship;

Can't build: Enforcer Light Cruiser and Escort Carrier

 

That what I've got so far - I'm yet to really try the Empire out or try to figure out what causes the game to crash - though it might be worth noting that the game will hang for about a second before crashing.

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On my game probarly already pointed out but the bridge on the executor just seems to be floatin above it. Kinda confusing and off puttin if ya know what a mean (this is the point where all of ya say 'no i dont understand what ya sayin').

Jacen Solo: "What happened to the war?"

Pellaeon: "It went away."

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  • 3 weeks later...
oh and a bit of otimization for computers that cant run this very well would be nice. Think it may just be my ati 9800 pro graphics card which runs crap with almost all games. i have a gb of ram and a 2.8 pentium processor. Anyhelp with making this game go faster would be nice. And if somebody has already said anythin about makin it run then i am sorry as i sometimes scim read some of the stuff on this forum when in a rush

Jacen Solo: "What happened to the war?"

Pellaeon: "It went away."

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Well aside from what I already posted about the miner docking issue in the 0.30 thread.

 

I noticed the wonderfull ship descriptions/stats that were added in 0.30 often times go off the bottom of the screen (like the ones towards the bottom).

somewhat annoying, I guess a higher resolution might fix it....

 

Edit:

Loading and saving now take an unbelievable amnt of time. It took a while before, but now its at least 30% longer.

Also I am not sure if its just Warlords or HW2 but I get so much graphics lag on larger maps when there gets to be x number of ships built that it becomes nearly unplayable at best.

I've tried playing with my direct3D driver settings with little or no effect.

Maybe that's just the way it is but the loading, saving, and quitting times are definately a lot longer.

 

I run a decent system, most games run smoothly. Much less games as old as HW2.

 

Shuttle (nforce2) AN35N Ultra

Athlon XP 2800 (barton core)

Radeon 9500 Pro 128mb

512mb PC2700 RAM

WD special ed. HD (7200rpm 8mb cache)

Edited by Dakeyras
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New version came out yesterday :D * crowd cheers *

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Hello,

 

Noticed it too there was no music in version 0.30 in game play. But I had music in menu. I don't know where there music exactly is should be. Tried it too put the files in the music folder and not in SWmusic but that didn't works either. :(

 

I got also a lag fest in versie 0.30 in gameplay when i build some ships (VSDII) i hadnt it before in version 0.29. i turned some settings off and games works good. Noticied when damage fx is turned on in settings you will get major lag. So i put that off and games works fine :D

 

Great StarWars mod btw :D

 

And it works good with a pc with

 

Pentium4 3 Ghz,

Radeon 9800 PRo 128mb

1 Gb, PC3200 RAM

WD special ed. HD (7200rpm 8mb cache)

 

Cheers Kassad

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kassad u have to copy (u can cut but i copied just to be safe) the music folder into the data folder. Then when u play a game just put random music on and then hey presto, its like errrrrm....errrrrm playin a star wars game.

Jacen Solo: "What happened to the war?"

Pellaeon: "It went away."

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