Bugtracking - see first post

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Hello, a few things thats kinda annyoing but not game breaking :smile:

when playing naval battle all musket and pistol loses sound, and smoke, and just play animationwhen you fire them. The gun still fires and you can get kills but
its just not the same when you cant hear the gun go off. That happen to all player.
Also this texture thing looks really stupid. Looks like lazor beams im sure they arnt meant to look like this.
"i.imgur.com/dpTcbA0.jpg"
I really hope you are gonna make the cannons up and down level on the ships visible, becaue right now no matter how much
you ajust the angle on the cannosn you cant see it, so when aiming you just have to guess
(maybe when you press ALT and change to the up setting on the cannon, then hold down F too make it go up slowly but in one motion til you stop holding down F.
and the same when going to ALT down)

A bit more polishing to the ship and ship battle would be nice. Because that my favorit part of the mod, and is the one thing that really stand out form any other mod :smile:

This is just a few thing i would like. but this is still my favorit mod till this day.
Keep up the good work
 
when playing naval battle all musket and pistol loses sound, and smoke, and just play animationwhen you fire them. The gun still fires and you can get kills but
its just not the same when you cant hear the gun go off. That happen to all player.

I never seen that happen. :neutral: Does the sound and effects work for your player and doesn't for everyone else, or it doesn't work at all?
 
I never seen that happen. :neutral: Does the sound and effects work for your player and doesn't for everyone else, or it doesn't work at all?
[/quote]

It dindt work for me and some mateys on TS said it didnt work for them either.
We couldn't see or hear your own bullets, teammates, or enermys.
Some of the teammates uesd thier guns like nothing was worng so i must amuse they dindt have a glitch, but all on my TS said they had it.
But the cannon worked fine.
I shot my blunderboss in the start of the battle before the ships started moving and it work fine there. (dont know if that have anything to do with it)

you can see here how it looked, i made a gif no smoke or sound but the gun still shoots
vOWQRA.gif


i really also dont like these glowing texture glitches on the full rigged pinaer and the lion pinaer
6ZSN11e.jpg
 
DB63923EF19513A9D416B3DFA870973DA55FF198

It seems my version of the map, where I was testing some things, made it through somehow... :wink: Here's the correct version:
https://goo.gl/XBG8oO

Just download it and place in your "The Deluge\SceneObj" directory, overwriting the old file.



Fixed both bugs (download, extarct and copy to coresponding folders in Modules\The Deluge):
Quickfix 0.92 - https://goo.gl/rHwkg4
 
YourStepDad said:
Yeah it was never clarified, why was the music taken out? (if it was at all)

Copyright issues or something else? I miss it dearly. :sad:
Well, last I checked, the music for the game was custom-made by Pan Sławomir. Unless he decided to sue himself, I'm pretty sure no copyright issues should be going on with the soundtrack.
 
SolidXerm said:
Hey, it's me again. This time I wish to raise something about the aforementioned hajdú or hayduk soldiers. I did a bit of research and it turns out that these people still made their living by protecting and escorting herds even during the war along with trading wine, grain and leather. However, they mostly traded with the polish due to unfamiliarity with the Holy Roman Empire.

What I'd like to talk about is a melee weapon of the Hajdú people which was actively used until the late 19th century, first as a tool of the herdsmen and then as a household hidden weapon of villages and highwaymen. This weapon is the hungarian Fokos, which I believe is a very close relative of the polish Czekan axe and the rusyn-ukrainian Bartka. The Fokos, and also the Bartka, is an axe with a very small head and a long, thin, cooked wooden handle which allows it to be used with two hands or one without breaking - should the need arise. It is a quick, nimble weapon which could cause a lot of pain when used with precision and skill - But swinging it around wildly would only scrape a man. Without manly strength, it couldn't do anything against armor, but seeing as it was mainly a herdsmen's tool, it was not expected to be useful against armored opponents anyways. I believe it's polish name is Ciupaga.

2-186e.jpg
2-186c.jpg
2-186d.jpg
2-186b.jpg
fokos-ii-21223.jpg
fokos-iv-21225.jpg
fokos-iii-21224.jpg


Fun fact, the Traditional Hungarian Martial Arts Association which practices Baranta, a hungarian martial art, considers Fokos one of it's main weapons. Kind of like how wooden swords are used by asian martial arts practitioners.

I have a replica of a Fokos with me right now and I've taken the following measurements of it from a side-view;
14-20 cm long head with a width of 4-8 cm.
80 cm handle with a width of 3,5 cm.
b@rtu$ said:
SolidXerm said:
Please add this to bugtracker like a suggestion. I try made this. :wink:
Here it is, as requested.
 
From bugtracker:

Dansk Viking said:
The command "build_points_team2" is the same for both, and it only registers the first one it seems.

Command works just fine. Read the instructions carefully. :wink: You set the time by entering a number, and you set the weather by entering a NEGATIVE number, just like this:

build_points_team2 4  (this will set the time to "random, no night")
build_points_team2 -11  (this will set the weather to "random, no storm")


There are other commands that use negative numbers. It's all because we cannot add new dedicated server commands, we are only limited to using/changing how the existing ones work.
 
Oh, yeah, there's something wrong here. Values are opposite. Currently values greater than 0 are for weather, while 0 and negative values are for setting time.

So for now weather it's:
1 - clear
2 - cloudy
3 - overcast
4 - foggy
5 - heavy_fog
6 - windy
7 - rainy
8 - storm
9 - heavy_storm
10 - RANDOM
11 - RANDOM (no storm)  - it will work fine, but it will still say only "RANDOM" when launching the server (will be fixed in next patch)

While for time it's:
0 - midday
-1 - dusk/dawn
-2 - night
-3 - RANDOM
-4 - RANDOM (no night) - as with weather (and season), it will say only "RANDOM" (will also be fixed)


In next patch it will work as in documentation file - 0 and greater for time, negative for weather. Sorry for the mix up.
 
Slawomir of Aaarrghh said:
Music was not removed, the files are still there. I will check out why this isn't working..

Well, it seems that indeed it got removed somehow, that's why it was not played at all. :wink:

Here's the fix for that (unpack and move "Music" folder to your "Modules\The Deluge" directory):

https://goo.gl/Ia8PDq
 
YourStepDad said:
I think he meant here though. :razz:

https://sites.google.com/site/wfasmod/list-of-known-bugs/report-bug
Eeeeh, I'm a bit confused now. Aren't bugtrackers made for tracking bugs and not suggestions? Are you sure that's what he meant?
 
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