Bug Tracker
Alpha bug reports Log
Please post your bug finds in this thread (just leave a comment on what you have found.
- No trackbacks yet.
Alpha bug reports Log
Please post your bug finds in this thread (just leave a comment on what you have found.
Fusion theme by digitalnature | powered by WordPress
Entries (RSS) and Comments (RSS) ^
#1 by admin at April 27th, 2009
Alpha 9.05 Bugs
TIE Bomber Flies off screen (Fixed)
Executor GC bug in SOTE Mission (Fixed)
Map exception errors for Endor
Missing textures on various models
#2 by Jedi_Consular at July 27th, 2009
Alpha 9.06 Bugs
Corona Frigate - missing texture in GCJuggernaught is huge, ATAT size, death clone is alot smallera few of the build pads on the space conflict skirmish i cant select to build with
v wing twice buildable on hutt asteroids
shipyard model is waay too big
Hutt Cartell Palace mentions Tyber Zan in the info
Kuat gc attacking fleet comes in facing the wrong way
Imperial shipyard close to starbase in skirmish - hoth.
Skirmish shipyard satillite has no texture
Empire still has the Darth Vader Tie advanced as a casualty in every battle, also has more than one Darth Vader. Ive seen multiple Darth Vader icons flying around in a single battle multiple times.
Admiral Giels SSD - z layer too high#3 by Jedi_Consular at June 20th, 2010
Alpha 9.06A bugs Change log
Fixed:
- Thrawn ISD - changed back to new model with turrets.
- Filter menu fixed - working instantly.
- Executor & Hunchedback SSD - fixed pop cap cost
- Bayonet Cruiser textures added
- RSD Textures added
- VSD MKI Tractorbeam HP fixed
- Mandator icon on the mini-map is a large black square that takes up a quarter of the map.
To do:
Skirmish for Hutt Cartell: Aggressor-class Destroyer upon sending into the game crashed the mod.
The Imperial Troop transport and ATAT transport are both EXTREMELY large in space.
Advanced Heavy SHipyards once upgraded to left two hardpoint blow up immediatly
I did notice the AI for the Hutts *so far only played on easy* waited untill the late game before it ever capped a mine. - ( no idea what this was about)
MC80a sends out the cluster bombs from the vanilla MC-30c when it first jumps in - NOT A BUG - its intentional.
Act I rebel campaign, I can’t reach Hoth (or 2 other planets). - This should be accessed once you have captured nearby planets.
The Republic SD can’t be destroyed even if I have killed all of its HPs
The level 5 shipyard has a problem whit the model. When I upgrade something explode and there is smoke for some of what seems to be the model missing coded HPs. - Empire or rebel or hutts ?
The MC90 have 2 indestructible HPs which prevent it to be destroyed. - I already knew about that.
There is a problem with some icons on the GUI i.e. it seems that some icons don’t get the background as the first 6 in the row - just the way I made the GUI some icons dont.
Act2, the Independence doesn’t show up in space battles
the reinforcements don’t work for the T1-B.
ground structures explosions are too big and frames down too
sensor nod range is too low
T1b, it has a explosion attached to the model which it should be hide on alo export options because it appears when you deploy it.
V19 collision mesh is missing
Kwing, you can add at least a hunt ability on it and personally it is too slow. Kwing has a problem with the main turret, when it fires to the ground, you see the muzzle flash
exiting to the sky.
LHTC9 version on your mod is not the last, the model on Alliance 2.3X has a shield mesh added.
IA on skirmiss need some start units
There is not a bombardement proyectile
Ground Kwing is too slow but ground Ywing is too fast, the same for the bombardement Ywing
Ewok gleader should put up on axis Z because on the start it is downer ground. The same for the snowspeeders and Awing, probably for more fighters.
*Fixed scale issue with Naboo Royal Guard
*Fixed Issue with cluster bombs adjust spawn time - increased timer.
- Maintenance system drains income - we are aware of this problem. Were going to be fixing this at a t later date where it will work better.