2.0808 - the smallest of bugs *FIXED 2.0818*

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kmunoz
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2.0808 - the smallest of bugs *FIXED 2.0818*

Post by kmunoz »

I was in the Arvoch WZ yesterday and discovered that in the new version the tab to the left of the item list will switch between "Available Missions" and "Contract List" within the same station. I'm assuming it's meant to be one for civilian stations and one for military (or something to that effect) but it's gotten jumbled up a bit. This does not affect anything else as far as I can tell; it's only the tab title that's affected.
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Re: 2.0808 - the smallest of bugs

Post by Vice »

Yeah, that is indeed related to the docking mode and system location and there are four possible labels. Contracts are missions and vice versa, so there has been some sharing in the labelling, depending on those conditions. Mission list being linked to carriers while contract list being linked to stations.

When in WZ's, the steps are:
Available Missions > Contract List (Station) or Mission List (Carrier) > Current Mission

When in civilian space, the steps are:
Available Contracts > Contract List (Station) or Mission List (Carrier) > Current Contract

Maybe applying 'Contract' universally would be best. I'll review the potential implications of making such a change, then may decide to unify the labels.
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Re: 2.0808 - the smallest of bugs

Post by Vice »

Update rolled out to unify all 'available', 'current', and 'list' button labels as well as notifications as 'contracts' between civilian systems and war zones. This was the most practical route due to so many cross-references in other elements.
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kmunoz
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2.0808 - two more bugs

Post by kmunoz »

One minor, one not so minor:

1 - It appears that the doubled cargo cap (50 instead of 25) doesn't persist across storing the ship. Unless I did something silly when I stored my Falcon a while back, which is possible. But I am fairly sure I stored it while it had the doubled cap and when I retrieved it today it was back to 25.

2 - In the same session, a couple of times when I docked the game went into 3rd person mode and soft-locked. I was able to switch views, but when I switched back to the cockpit the screens were empty and I was "sitting farther back" from them (the geometry wasn't right). This occurred right after the docking autosaves so I was able to exit and go back in and everything was fine, but it did happen twice within a 30 minute recording.
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Re: 2.0808 - two more bugs

Post by Vice »

1 - That was an attribute that was returned to default when a ship was stored as part of its deconfiguration and unloading process. I'll change that for the next update to retain the setting. The changes will apply for newly stored ships after the update is rolled out since there will be a new index that needs to be added. So for any ships currently in storage, you'll likely need to manually reapply the 50 unit duplex mode when retrieving any from storage.

2 - Haven't been able to duplicate this one. However, some of the description sounds a bit like there was a collision taking place, which can push things around. Although switching views would likely be something else. Were there any other steps completed that lead up to it? Any other ships inside the hangar with you?
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Re: 2.0808 - two more bugs

Post by kmunoz »

The two times it happened I was in the ship I'd just gotten out of storage. The wing placement I set up for that ship is a little absurd but I had been flying it before with that configuration and no issues. The only geometry I was interacting with would have been the central docking columns - there were no other ships inside the stations.

It occurred less than a second after the docking autosave, so it was part of that automated sequence, my last "action" was the approach to the docking column at maybe 1/3 to 1/2 throttle.
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Re: 2.0808 - two more bugs

Post by Vice »

Thanks for pointing me to the video.

I’m not sure how, but at 16:31 and 23:40 when it occurred, it appears to have been a manual activation of the chase view (V key or anything mapped to the control) and also disabling of the HUD (H key or anything mapped to the control). You can hear the chirp from the game responding to the signal input. The save operation will temporarily displace the camera position, so that part is expected when a save event occurs in an external view mode. It wasn't locked up or anything, the HUD was just turned off. If it ever happens again, you can always press H to bring back the HUD.

But the root cause that started the process appears to be some kind of signal input that directed the game to enter chase view. Could a button on a controller you are using be mapped to that function and may have been accidentally pressed? Or maybe there would be an intermittent signal some place (ie third party app or something else running in the background related to control input that is feeding signals to the game). I’ve gone through numerous docking steps now trying all kinds of strange and abnormal docking procedures and it’s been working reliably for me so far.
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Re: 2.0808 - two more bugs

Post by kmunoz »

My throttle is probably the culprit. I don't think I have H bound to it but I know I have the camera views on it. I've moved the USB connection directly onto the computer (rather than a hub) and tonight I will be recording my next session. If it doesn't happen again then that was probably the issue.
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Re: 2.0808 - two more bugs

Post by Vice »

Ok, good to know, thanks. It's weird that it would occur at the same consistent point. If you throttled down at that point and the axis itself was mapped to changing view and HUD ('Axis #+/-'), that would make sense. Otherwise, it'd be like the signals got crossed or something and one device sent back keyboard input signals. If it persists, we can run some more in-depth tests with a monitoring utility running alongside the game to determine what, if any, input signals are being sent to the game.
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