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Current Bugs
Current Stage: BETA 1.3.2
Updated 12/11/2006

  • Sometimes when running Basewars on a dedicated server, everything in the environment stops working - such as the asteroid base, robot respawns, etc.

  • On some systems the level will crash when exiting the mission. This is because the Black Pyro ship has been replaced in the tablefile. For some reason, because of the way it was designed, it will crash if you change it (or even include it in a custom table). There is NO known workaround to this, only that on some computers it works and others not. Since Basewars requires a fresh instance of Descent 3 to run properly. The level doesn't crash at endgame, it just crashes when you exit. This is likely a paging error.

  • The Infested "Soldier" Drone is not attacking targets with it's melee. Instead it's just pushing the player around.

  • The objects MOL Hunter, MOL Munin, MOL Inferno, GS Barrager and GS Temple have one or two corrupted faces that are invisible when lighting. This is a result of a broken face that is not detected by any editor. The result is, upon applying lighting to the level, the faces disappear while ingame as if they were never there. While the face still exists, the game can no longer see it.

  • Planets don't render properly in Direct3D (black outline). This is because planets cannot be saturated, and in Direct3D the alpha channel does not work correctly - Thus resulting in the transparent area to become black.

    Fixed Bugs

    Scripts, Level and Miscellaneous

  • Fixed a bug where the asteroid base locked forever.

  • Fixed a problem where the teleporters broke after excessive use, also a problem with the team identification for player bases was found, so it had to be removed!

  • When running a dedicated server, NPC bot "fighters" aren't spawning - This is because the matcens are visibility based. They will be switched to script-controlled for the next update.

  • When jumping through a stargate, players instantly travel to the next gate. But, because the player appears at the point where other players must go to subsequently jump the other direction, it was causing problems with being able to go anywhere at all as the player keeps jumping backwards and forwards. To resolve this, a timer was added to the stargates so that you'll get 5 seconds to clear the gate before you could activate it again.

  • When using the energy centre at both repair hangers (blue/red), a warping error occurred where the player moved outside of the level. The energy centre was created using a room within a room technique that inputs a box inside a room. Sadly, this box had become corrupt, so the box was removed and subsequently the room which held the box became the energy centre.

  • Keycards - A method had to be created which allowed Red players to freely roam in their base, but not in the other team, and vice versa. It was decided a keycard would be used that stored the information in the client machine. The server will then check for that information when the player tries to access a base. However, it team changing is allowed in matches, then it's possible to exploit this. As a result of possible exploits, all player weapons will be disabled inside the teams bases.

  • Rewards - When you kill an NPC (bot), you get rewards like a special weapon. But it felt like there just wasn't enough rewards, so some extra energy and shields were added to the larger ships which require considerable effort to kill.

  • Gemini Energy - An energy centre was added to the abandoned Gemini Outpost, as a means for players to fuel up outside of their own base. A similar refuel was added at the Maltu Outpost.

  • A system had to be implemented in the asteroid base (aka secret lab) where players can get locked in for a certain amount of time, and have to destroy the Tier 1 boss to gain access to the Tier 2 boss, which subsequently unlocks the lab once dead. The system itself will loop every 20 minutes or so.

  • HUD messages were added telling the player where they are ?So jumping through a stargate will then tell you what system you have arrived in.

  • One of the cruise platforms in the playerbases didn't appear, it was later found that it shared the name with another matcen and thus was the result it never appeared.

  • Some additional content was added to the level, including spews, custom explosion sounds and effects.

  • The Infested Drone system was no longer repeating. The Tier 1 and Tier 2 boss drones spawn, however they don't respawn later. This was because of the complexity in the scripting. As a simple solution, a script was created that determines when the boss was destroyed, and later (via a timer) respawns a new one on the matcen.

  • A problem was found with the cockpit information. The D3 cockpit model shouldn't be used in Basewars - Because it doesn't belong on those ships. Ingame, that worked fine, however when trying to run a dedicated server any changes made to the cockpit.oof crash the game, nor does changing the entry in the INF file work. So, for now, we'll have to have the standard cockpit.
  • More Fixed Bugs

    Sounds and Ambiences

  • Ambient looping (clipping) errors of the ambient sounds in the level - This is present in low-quality operation only, and is corrected by altering the length of the sound files to an even number, so that the looping end can be set to an even number too. For example, a sound that loops at 1.765 will clip on each loop, whereas 1.700 will not.

  • Drone Matcen Sounds - A simple typo of some matcen sounds, meaning that the default D3 matcen sounds were still being used instead of a hall ambience.

  • Shield Sound - The shield impact and force impact effects were too loud, in some cases blotting out all other sounds. They were reduced by 50% volume.

  • Drone bot alert sounds - The drone bots were not triggering their corresponding alert sounds. It turned out they were 16-bit stereo, which D3 doesn't support very well.

  • Locking sound - The missile lock sound was getting old and tedious, so it was replaced with a newer one.

  • Artillery Impact sound - The artillery impact sounds were not working ingame as a result of an incorrect bitrate, also, the sounds themselves were reduced in volume by 50%.

  • Weapon spawn sounds - The spawn sounds for when weapons are generated at Matcens was too loud, and reduced by 50%.

  • The default D3 energy sound was replaced.

  • Originally when jumping at Stargates, a sound effect would play from the gates at both ends, however because of CPU reasons, it was decided that the stargate sound would play only for the player who jumped through it.

    Weapons

  • Some weapons use more energy than originally intended. They will be reduced by about 50%.

  • Gunpoints on the Horus - The Horus was firing guns from one gunpoint instead of both, which was fixed.

  • Projectile impact force - The impact force of the projectile weapons was too strong, often resulting in players being knocked all over the place upon receiving multiple hits. This was fixed by changing the mass of the bullets. Also, the projectile weapons were responding to concussive forces - Which adds more lag and looks stupid, so it was fixed.

  • Shock rail lighting - The lighting should be purple, but was instead orange.

  • Missile speeds - The Palermo Invader was too fast, and the Cruise missile was too slow for a short range weapon. These were tweaked slightly to balance out the game.

  • Shockwave Bomb - The weapon attached to the MOL Hunter and MOL Inferno (Cruise class bots) didn't work, known as the Shockbomb. It was just a simple matter that an extra space had been put after the name in the weaponslot. Tsk. Can't believe how hard it was to spot that.

  • Drone boss firing - The drone boss associated with the secret lab-outpost thingy was not firing all of its guns, which was merely a gunpoint reference error.

  • Merlin Ion's - The MOL Merlin uses small Ion guns (lasers) at close range, but it was found it's firing angle was off, meaning even up close it couldn't hit. It still suffers from this problem, but I think its only fair to make it a little weak considering its supposed to be the first NPC you'll come across.

  • Medium Blaster Damage - Also known as the Plasma Blaster, it's a large version of the standard laser. But, because of earlier adjustments to the firing range, it was determined the damage was far too great when comparing with the velocity and energy usage. This has been corrected.

  • Ion Impact Size - All Ion lasers (used by bots) impact animations were too big for the corresponding weapons, causing a slight ugliness factor-

  • Orion Corona Trail - The trail of this old missile has been changed somewhat, and it was a little overdone which caused huge FPS drops when launched. This has been corrected slightly, but the weapon itself still remains quite a laggy one.

  • The Doom Vulture, the most damaging missile ingame, was simply not doing enough damage to NPC ships. It was decided that the damage will remain the same against other players, but will be 10x increased against robots.

  • I forgot to add an Afterburner cooler for each team. Yes, it's now in. Phew.

  • The damage of the Heated Plasma and Prototype Shock railguns damage was too small for the amount of energy consumed, so it was increased. These rails should now be weapons of choice when you have them.

  • The amount of ammo for the C6H Artillery gun was a little bit high considering it's high damage, so the powerup and subsequent ammo clip had about 50% ammo removed.

    Textures

  • Fixed glitches at base entrances in the form of a blank-face appearing just some distance from the entrance.

  • Mercenary Glow - The Mercenary/Bandit ships glows were too big for the ships, dwarfing out the fighters themselves.

  • Mercenary Muzzle Flash - The blasters muzzle flashes were not rendering, and it was simply a texture that had been renamed during creation.

  • Animated Nebula Alphas - Some of the animated nebulas had incorrect alpha settings, or needed some tweaking to look decent ingame.

  • The outside environment didn't work in Direct3D, and it mostly appears black. The problem was soon found to be the depth of the rooms was too great, and so it was reduced by 200 units. D3D should now work!

  • Some animations were too heavy for the game, and caused big dips in the framerate when paging them into memory. It was decided that some of the 256x256 animations would be reduced to 128x128.

    Objects

  • MOL Sentry Spawn points - The location where the Maltu Sentry Platform spawns was bugged, and the sentries themselves appeared inside the outpost as opposed to outside it. This was fixed by placing an invisible object that acts as a spawn point for the sentrys.

  • NPC Aggression - All of the NPC bots were set to attack players only after being fired upon, but since it would make it possible to pick them off one at a time, it was changed so that fighters always attacked and large ships would only snipe players until engaged.

  • Debry position - The position of one of the debry fields was such that it merged with some asteroids, causing some minor clipping errors- the debry field was moved out of the way.

  • The Playership Isis was too fat and couldnn't fit through all areas of the bases. It was given a weight watching plan and resulted in losing a few pounds.

  • The Playership Horus and it's variation Mercenary Horus was a little bit too speedy, so it was reduced by about 25% to balance it out with the others.

  • The player deployable platforms have had a limit imposed on them, both in how long it takes them to respawn and how many in total there will be. This is to prevent hoarding and to ensure a wiser use of them.

  • Wobbles - NPCs were wobbling before exploding, it turned out the 'Delay Sparks' in the death type was causing this. It works for small ships, but when a ship 20 times larger than you starts doing the salsa before exploding, it ain't pretty.

  • Some ships were not entirely exploding, as their turrets remained. This was the result of a scripting error where the incorrect 'SavedObjectSlots' had been used.


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