Gameplay bugs

Post them here

Discussion about the game and its default mods.
chrisf
Posts: 246
Joined: Mon Sep 06, 2010 4:59 am

Post by chrisf »


Aner1181
Posts: 32
Joined: Thu Oct 14, 2010 6:57 pm
Location: Moscow

Post by Aner1181 »

System.InvalidOperationException: Out of sync in frame 5038: Blame Tick.

at OpenRA.Network.OrderManager.OutOfSync(Int32 frame, String blame)
at OpenRA.Network.OrderManager.CheckSync(Byte[] packet)
at OpenRA.Network.OrderManager.<TickImmediate>c__AnonStorey29.<>m__7F(Int32 clientId, Byte[] packet)
at OpenRA.Network.ReplayRecorderConnection.<Receive>c__AnonStorey32.<>m__8D(Int32 client, Byte[] data)
at OpenRA.Network.EchoConnection.Receive(Action`2 packetFn)
at OpenRA.Network.ReplayRecorderConnection.Receive(Action`2 packetFn)
at OpenRA.Network.OrderManager.TickImmediate()
at OpenRA.Game.<Tick>c__AnonStorey39.<>m__99()
at OpenRA.Sync.<CheckSyncUnchanged>c__AnonStorey1C.<>m__4A()
at OpenRA.Sync.CheckSyncUnchanged[T](World world, Func`1 fn)
at OpenRA.Sync.CheckSyncUnchanged(World world, Action fn)
at OpenRA.Game.Tick(OrderManager orderManager)
at OpenRA.Game.Tick(OrderManager orderManager, Viewport viewPort)
at OpenRA.Game.Run()
at OpenRA.Program.Run(String[] args)
at OpenRA.Program.Main(String[] args)

PhoibDS
Posts: 12
Joined: Fri Dec 10, 2010 10:17 pm

Post by PhoibDS »

MiGs, V2, Missile sub refuse to fire at small bridges.
Soviet Mine layer cant lay mines?
Missile Sub causes a huge lag when you have it in a lake, and it tries to fire anything outside of it's range. When you stop the order, you get a rush of frames to compensate.
You can't forcefire on your own submarines.

Dom_UK-EU
Posts: 22
Joined: Sun Nov 07, 2010 3:32 am
Location: Essex
Contact:

Post by Dom_UK-EU »

PhoibDS wrote: Soviet Mine layer cant lay mines?
You need to build a Service Deport for it to lay mines.

PhoibDS
Posts: 12
Joined: Fri Dec 10, 2010 10:17 pm

Post by PhoibDS »

Dom_UK-EU wrote:
PhoibDS wrote: Soviet Mine layer cant lay mines?
You need to build a Service Deport for it to lay mines.
I had one, couldn't lay mines.

Also, vehicle wrecks don't die when the bridge under them is blown up (small bridge)

chrisf
Posts: 246
Joined: Mon Sep 06, 2010 4:59 am

Post by chrisf »

Could you all please file bugs on the bugtracker for the actual issues here.

To use the minelayer, force-fire somewhere. You should get a blue 'ability' cursor, and a minefield edge becomes attached to your cursor. Move the mouse to the other end of the minefield you want to lay, and right-click again. The minelayer will then automatically build & maintain a minefield in the marked area, reloading itself as needed.

User avatar
Harisson
Posts: 149
Joined: Sun Jan 13, 2008 10:03 pm

Post by Harisson »

When I can create map or place tileset on map


See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentException: Parameter is not valid.
at System.Drawing.Bitmap..ctor(Int32 width, Int32 height, PixelFormat format)
at System.Drawing.Bitmap..ctor(Int32 width, Int32 height)
at OpenRA.Graphics.Minimap.TerrainBitmap(Map map, Boolean actualSize)
at OpenRA.Editor.Form1.PrepareMapResources(Manifest manifest, Map map)
at OpenRA.Editor.Form1.NewMap(Map map)
at OpenRA.Editor.Form1.NewClicked(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4952 (win7RTMGDR.050727-4900)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
OpenRA.Editor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/OpenRA/OpenRA.Editor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
OpenRA.FileFormats
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/OpenRA/OpenRA.FileFormats.DLL
----------------------------------------
System.Core
Assembly Version: 3.5.0.0
Win32 Version: 3.5.30729.4926 built by: NetFXw7
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
OpenRA.Game
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/OpenRA/OpenRA.Game.EXE
----------------------------------------
OpenRA.Mods.RA
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/OpenRA/mods/ra/OpenRA.Mods.RA.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Jenswa
Posts: 3
Joined: Fri Feb 25, 2011 2:12 pm

GPS won't come back on

Post by Jenswa »

OpenRA is real nice remake of cnc&ra. In noticed same changes in the gameplay are intentional, but I don't believe these things are:

RA mod, allied side: tech center build -> gps up, tech center destroyed -> gps down, tech center rebuild -> gps won't come again.

RA mod, soviet side: sometimes I have the idea that Tanya is sleeping because she get's killed by a lousy rocket soldier, which seems to be a little bit overpowered in this mod.

RA mod, soviet side: capturing an allied construction yard won't give you any new construction abilities. But this does work in the CNC mod.

CNC mod, gdi side: each helipod gave me a new air units icon to produce air units. So with 3 helipods I have 3 of those buttons of which 2 are redundant.

CNC mod, gdi side: capturing enemy construction yard, barracks and war factory works and the buildings health doesn't matter. But it also adds those extra buttons for unit and building control. I was having about 9 controls and I could only use the top five of the, the rest I couldn't seem to enable other than clicking directly on the building.

Just my two cents, love the remake, keep up the good work. And o if dune 2000 is possible, dune 2 can also be done :)

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Sleipnir
Posts: 878
Joined: Wed Apr 10, 2002 11:52 pm
Contact:

Post by Sleipnir »

In cnc, each production structure is independent. If you have 3 helipads, you can build 3 helicopters at the same time. Likewise with construction yards / barracks / war factories. This is why you get new tabs for each structure you build and capture, and why captured tech works in cnc but not ra. The UI was not designed for this, which causes it to look crap and to make tabs unclickable when they drop below the build palette. You can switch to these tabs by using the keyboard (tab and shift-tab), or by clicking on the production structure in the world.

Changing engineers to 1-shot capture was intentional.

Jenswa
Posts: 3
Joined: Fri Feb 25, 2011 2:12 pm

Post by Jenswa »

Sleipnir wrote: Changing engineers to 1-shot capture was intentional.
Thanks for your answer, I already thought it was intentional behaviour after reading a bit more about the mod.

Pity you can't capture techs in RA.

User avatar
riderr3
Posts: 98
Joined: Sat Feb 26, 2011 11:26 pm
Location: Camo pillbox
Contact:

Post by riderr3 »

when I turn on music tracks(in scores.mix) and then change RA mod to CNC (or reverse), game is crashed :shifty:
without music, changing mods is ok.

also, music won't start automatically, only manually.

ddd
Posts: 272
Joined: Sat Oct 23, 2010 5:04 pm

Post by ddd »

You should report about it on
http://bugs.open-ra.org

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Harisson
Posts: 149
Joined: Sun Jan 13, 2008 10:03 pm

Post by Harisson »

AI ore trucks still unloading cargo.... (20110302-2)
Attachments
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ddd
Posts: 272
Joined: Sat Oct 23, 2010 5:04 pm

Post by ddd »

They just probably show that you need to build silos. But for both of players it seems rather unlikely.

Holy_Master
Posts: 62
Joined: Fri Nov 21, 2003 10:04 am

Post by Holy_Master »

[Bug]
- tank and building turret still stuck with the last position it fire and never turn his turret back.

- if you command your tank to attack something [that can't be to get destround like ground ] you can't stop it.

[not bug but annoy]
- sometime i can't seperate wreckage from destroy vehicle and enemy i think it should be better to give that wreckage have grey color or just remove it and the unit should be target wreckage as normal without using ctrl+attack command.
- in RA Hind Attack helicopter should not in allied
- in TD when the vehicle die it didn't have explose animation it just disapplier.
- player can't build multiple unit in same time with multiple factory in RA?

[suggestion[
- i think game speed should be faster or atlease reduce build time of Refinery , Factory and Harvester because build speed of these three make overall gameplay boring slow.

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