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Topic: Some bugs I didn't see listed... (Read 2191 times)
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Black Monk
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I'm using the .12/.2 version that had been compiled and posted on these forums. And I have the updated content. Win98SE, P3-800, 512 MB RAM, GeForce3 Ti500.
1. The Super Melee and the SP game combat functions appear to be different, I'm guessing. I don't know any other explanation for the fact that in Super Melee I can make the Orz gun turret move but in the SP game it refuses to move (yet I can GO GO GO so I know the key is working properly).
2. VUX, at least in the SP game, seem to be robbed of their main advantage--warping in right next to a ship. That was one of their special abilities, wasn't it? They warp in at random places.
3. VUX admiral ZEX, when I demand the maidens and he prepares his special ship to attack me, it just takes me to the planet scan page. I never have to fight him. I'm not even sure if I CAN fight him.
4. Even with the updated content I cannot visit Earth without a crash. Maybe I installed it wrong or something, but it's in the right place and they are the updated files. Odd. I'm on Win98SE though I'd bet it's a problem on my end somewhere.
5. Resource loading for ships in combat. It takes a long time. On my P3-800 it takes much longer than on my fiancee's P3-1000 laptop. I went RU harvesting (killing ships to get RU rather than mining planets--I'm lazy) in Ur-Quan space and the further I got into the battles and encounters, the longer and longer each additional ship took to load in Melee. ARGH.
6. Had some odd issue with OpenGL. It would make everything super-ass slow. Rebooting (the magical Windows cure) did not work. Loading stuff was slower, even the pulsing of the menu items in the main menu was slower. Oddly enough, loading UQM in software mode first, quitting, and THEN loading my OpenGL (with bilinear) shortcut fixed things. Although I would guess that this is a problem somehow on my end of things, maybe it isn't and someone will say, "oh, I know what's causing that!" Hey, one can always hope.
7. This bug was in the original SC2. When you spawn a quasi-space portal you don't always automatically drop into it. Most often when you're facing up (from what I recall) you need to turn left one notch to trigger the portal. Any chance that there will be pixel-perfect triggering for things like going on planets?
That's all I remember offhand that I didn't see in the changelog/todo/bugs. BTW, that "arilou laser should be white" is wrong wrong wrong#@! Should be yellow.
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Robrert Dunne
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1. The Super Melee and the SP game combat functions appear to be different, I'm guessing. I don't know any other explanation for the fact that in Super Melee I can make the Orz gun turret move but in the SP game it refuses to move (yet I can GO GO GO so I know the key is working properly).
I think this is the same problem I said I was having. I don't have a key jamming problem in super melee, but I do in the main game. (Can't use that button at all while moving)
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Black Monk
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Oh YES! Now I remember about the beast! Odd. I'll try that again, but I think the dialog stops at "ready my modified Intruder for combat!" and then takes me to the planetside scan.
I'm not so sure it is a keyjamming issue. I use the same keys in SP combat that I do for Super Melee--I play as player 2 there so I can use CTRL/SHIFT (argh, the keys are reversed... I always had CTRL as fire and SHIFT as special!@#) and the arrow keys, not the goofy stuff in the upper-left.
So in my case I do not think it is keyjamming. I use the same key combinations (drifting, holding down CTRL and tapping the LEFT ARROW key) in both modes. While the turret moves in Super Melee, it does not in SP combat. It seems to indicate a code issue since the hardware and key combinations are the same? When I get off my ass and move The Keyboard to my main machine, I'll be able to rule on keyjamming once and for all. Ah, the beautiful Northgate Omnikey/101!
And yeah, I just avoid Earth.
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