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HWR Bugs & Solutions

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@Cloaked wrote:

With 666 being fixed recently, I figured I’d start a thread to list all the HWR bugs in v2.1. Some have already been solved and the solutions are below. Others may be solvable by modders like you!

General Bugs

666 Formation Targeting Bug

#666: Formation Targeting Bug
Solution:
Bug 666 partial fix + multi-mod compatability

Docking in Support Frigates

Docking hw2 ships in hw1 Support Frigs is badly bugged:
Support Frigate Issue Repairing Assault Craft
Notes:
Is there a way to simply disable ships from automatically docking in support frigates when the dock hotkey is used? Ideally, ships would only dock in them if specifically told to dock in that ship via a right click command. Its usually preferable to dock in a carrier/mothership away from a battle instead.

Salvage Behavior

Salvage corvettes won’t return captured ships (frigates and smaller) to carriers, unless the Mothership is dead.

Multiple Exploits in Multiplayer

PM me for details if your a modder that wants to tackle any of these.

Ships Face Away

When targeting fighters/corvettes that are locked down by a gravity well, many ships will turn and face AWAY from their targets. This looks crazy, and it affects many ships including the Kushan destroyer and Kushan heavy cruiser.

Guarding a Blast Zone

Tell fighters to guard a friendly ship such as a battlecruiser. When the battlecruiser scuttles/dies - the fighters won’t evade the blast zone like they usually would.

Hiigaran Shipyard Guns

[BUG] Hgn_shipyard hull defense guns misaligned?
Notes:
Maybe the gun hardpoints in the .hod need to be fixed. Its definitely not the .wepn or .ship file.

Units Targeting Across the Map

Units targeting units at long distances
Not sure how to re-produce, but this happens sometimes.

Hidden Debries

Debries do not disappear while colected
Related Bug:
Also here’s a vid of my ships targeting hidden debries. Unlike the thread above though, the derbies was never collected. The hidden derbies appears to have been spawned after scuttling some kus carriers/killing some HMF:
https://youtu.be/-A1hRr2zNf4
Note:
I heard the complex mod has debries that expire. I’m not sure if that fixes this bug or not though.

Salvage Over Unit Cap

You can salvage ships over the unit cap in single player and multiplayer. When using marine/infiltrator frigates, the ship simply becomes disabled for a short time, as they respect unit caps. This is debatable on whether or not salvaging over the unit cap was intended (i know some devs wanted to ‘fix’ this).

Gravity Well Effect

When fighters or corvettes get stuck in the hw1 Gravity Well effect, they will continue to spin in place even after the hw1 Gravity Well has moved far out of range.
Conclusion
Doesn’t look like this is easy to fix and it isn’t a huge deal in v2.205 or v2.3.

Docking Lock

Tell fighters to dock, and they will then ignore most commands while proceeding to dock. They will respect the stop command, and right click attack commands, while ignoring other commands to move, bandbox attack, etc. The docking lock was implemented as a quick fix for syncing problems related to strike groups prior to the 2.0 patch release. Its probably best to leave this as is, this is just an FYI.

Multiplayer Cloaking Glitches

When your teamate cloaks, you can’t see them. Worse though, if your ships are inside his cloaking zone - they will glitch out and blink very quickly. This bug has been around since hw2c. Here’s a repro:
https://youtu.be/AgKuN26Xjx4
This glitchy blinking also makes it hard to select your units and issue orders.

hw1c Style Cloaking

hw1c: ships cloak when not attacking
hw2c/HWR: ships must be told to stop and wait 10 seconds before cloaking.
Conclusion
The devs chose to stick with hw2c style cloaking, and never implemented the hw1c style cloaking. This is just an FYI.

AI Bugs

AI Ignores Cloaking

The AI sees cloaked ships and attacks them. This bug seems to have been with HWR since release. I tested and this bug was not present in hw2c. FYI, cloaking does hide your ships vs human players online though.

UI Bugs

Sensors Black Bars

The black bars at the top and bottom of the screen get huge on 3:4 resolutions.
HWR Patch Bugs and Issues
Workaround
ui/ui.lua
Change muiTwkWidescreenAspect to 1.0
While this fixes the problem on 3:4 resolutions, on 16:9 resolutions this will put the black bars in the middle of the button text at the top of the screen which looks awkward. If anyone knows how to completely disable them, or how to make them look good on 3:4 and 16:9 resolutions, speak up!

Build Que Pause

Build a ship, pause it, then cancel the ship. The build queue will stay paused. But you can’t just click it again to un-pause it like you could in hw2c. To un-pause it, you have to build another ship, then un-pause the queue. This is annoying, as pausing build and research queues is used a lot in multiplayer.
Notes
I know this works correctly in the complex mod. Not sure if they fixed this, or just used certain files from hw2c that were not bugged. If anyone knows how to fix this, please share!

Research Menu Tabs

In the research menu, Platform/Utility tabs show up for hw1 races, and the Non-Combat tab shows up for hw2 races. These tabs should be hidden based on the race your playing.

Multiplayer Scroll Bar

In multiplayer, if there are many games hosted a scroll bar appears. Only it doesn’t work so you can only see the first several games.

Multiplayer Filters

The game filters do not work.

Graphics Bugs

Hiigaran Mothership Graphics

Visual errors including badges getting cut-off, and other minor errors that can be seen on close inspection.
Master Troubleshooting Thread (Crashing, Graphic Issues, Syncing)
Higaran mothership texture sym problem
Solution:
ship\hgn_mothership\hgn_mothership.hod
Use the fixed version from the 2.205 Patch Preview, or the 2.3 Players Patch.

Infiltrator Frigate Pods

Look at the pods inside the ship. One side has their arms flipped. If you watch the capture animation inside the ship, you can see them glitch/flip during the animation.
Notes:
Seems very fixable, but I haven’t done modding in this area in 10 years now.

Taiidan Resource Controller Graphics

With nlips enabled, docked collectors would appear inside the controller when zoomed out.
Solution:
ship\kus_resourcecontroller\kus_resourcecontroller.ship
ship\tai_resourcecontroller\tai_resourcecontroller.ship
Change these lines:
NewShipType.nlips=0.00006
NewShipType.nlipsRange=6000
NewShipType.nlipsFar=0.00005
NewShipType.nlipsFarRange=10000

Turanic Carrier Icons

The engine icon is missing.
Solution:
ship\icons\shipicons.lua
Add the following line at the bottom right above HW1_FighterTank:
Tur_CarrierEngine = Icon_Subsystem_Engine

Sound Bugs

Taiidan Cloak Generator Sounds

When ships are build, the game will say “X ship completed”. Except for the taiidan cloak generator.
Notes
I’ve tried my hand at solving this, but haven’t had any luck. I can get it to play “Scout Completed” by modifying homeworld2\soundscripts\speechlogic\commands.lua, but not “Cloak Generator Completed”. Maybe they forgot to record the voice actor audio for this or something?

Hiigaran Gunships Sounds

They make pulsar sounds when their guns fire.
Solution:
ship\hgn_assaultcorvette\hgn_assaultcorvette.events
The pulsar and gunship sound file names are swapped/named incorrectly.
Set wpn1-4 sound to: “WEAPON/CORVETTE/FIRE/WEAPON_CORVETTE_PULASAR_CANNON_BEAM”

Kushan Destroyer Sounds

The ion cannons don’t have sound or muzzle effects.
Solution:
subsystem\kus_destroyerion1\kus_destroyerion1.events
subsystem\kus_destroyerion2\kus_destroyerion2.events
Set both to: { “anim”, “Weapon_Gun1” },

Kushan/Taiidan Repair Corvette Sounds

They play gun noises while repairing.
Solution:
ship\kus_repaircorvette\kus_repaircorvette.events
ship\tai_repaircorvette\tai_repaircorvette.events
Delete the wpn1 code sections.

The various patches fixed many other bugs between v1.0 and v2.1, details are here. Note: I didn’t include any campaign bugs here. If someone wants to start a separate thread for those, feel free.

Bug Fix Credits: Trebic, Dwarfinator, CryCoh, Cloaked, etc

Posts: 7

Participants: 6

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