Ver 4 Bug s Here!
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- Paul Vebber
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- Joined: Wed Mar 29, 2000 4:00 pm
- Location: Portsmouth RI
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Yep, this is what happened. On an earlier 3-player game this didn't occur. The only thing I remember to be different is that on the earlier, succesful game host's side had 2 players and on the last game the host was playing alone against 2.Originally posted by Tom Proudfoot:
If you did click "done", and they didn't get sent on to deploy, then it's a bug. Just wanted to clarify...
Tom
I too am experiencing the missing VCR in PBEM. It shows only some of the actions on some turns. Sometimes also the log is empty.
The VCR acted similarly in hotseat in the beta version 3, which is fixed in version 4, but I guess it was left in PBEM. I have 128MB RAM and my opponent has 64MB.
[This message has been edited by Kharan (edited September 15, 2000).]
Pual in my earlyer posts i found that if you have your depleated squad button on when you saved and went back to the desk top then went back to the game only those squads both depleated at the start of the game and also full squads that took KIAS ie damage during the coarse of the battle showed up as full squads on the screen ie 4men left after a fight save exit to desk top get back into game same squad is a full oob compliment. but in the info screen they still show damge.this does not seam to accure with depleated options of.
also others including myself have exsperanced the computer taking over your force after pressing the yes button to let the ai have its turn only happened once gervsbritts long campiagn.is there a key in game that i could have pressed by mistake as it was very late.all my entire forec was under computer contorl in the HQ screen.
you are doing the most excellent job and i'm not trying to push these bugs i just mentioned them as i looked in on your pacth update info and neversaw these addressed yet .although its early days yet .have you got a fix for a big bug my poor eyes are so tired from playing and my stomach hurts from to much coffe.
also others including myself have exsperanced the computer taking over your force after pressing the yes button to let the ai have its turn only happened once gervsbritts long campiagn.is there a key in game that i could have pressed by mistake as it was very late.all my entire forec was under computer contorl in the HQ screen.
you are doing the most excellent job and i'm not trying to push these bugs i just mentioned them as i looked in on your pacth update info and neversaw these addressed yet .although its early days yet .have you got a fix for a big bug my poor eyes are so tired from playing and my stomach hurts from to much coffe.

"The best form of defence,is attack"
- Paul Vebber
- Posts: 5342
- Joined: Wed Mar 29, 2000 4:00 pm
- Location: Portsmouth RI
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- Posts: 15
- Joined: Tue Aug 15, 2000 8:00 am
- Location: Mesa, AZ
During play I accidently hit the "End Game" button, when asked if I wanted to leave the game I selected "No". The game continued but I lost the remainder of my turn. I tried this on the next turn with the same result, if I select "End Game" then select no, it is as though I hit the end Turn" button.
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- Posts: 15
- Joined: Tue Aug 15, 2000 8:00 am
- Location: Mesa, AZ
Got some strange online results!!
Problem #1… I am the client and when I try to load infantry onto a vehicle with not enough room, I get a message asking me if I still want to load my unit. Fair enough, but the SERVER, my opponent also gets a pop-up window listing the same options!!
The servers response does not seem to have any effect on my selection. My unit will respond to my requested option regardless of what the SERVER player answers to the pop-up.
Problem #2… While in the deployment screen, both my map and the servers map responds to view commands. That is to say, if I select a unit and right click in a direction to observe this unit’s field of view, the SERVER’s map will echo my field of view. The reverse also occurs. When my opponent observes the field of view of one of his units, I can see the field of view of his unit.
The SERVER nor I can tell what unit’s field of view is being displayed, but you can certainly get a good idea off possible deployment points.
I’ve played about eight or so TCP/IP battles with SPWAW. Well started them anyway as all the games have been ended prematurely due to connection or corruption problems. In one battle all my opponents units became visible to me! In an other battle the western half of the map became filled with boulders and mines on the client computer! In yet an other all units shifted 5 hexes northwest at he end of the clients turn!
Not sure what sort of file or protocol corruption has to occur for these symptoms to be replicated. The strangest thing is I don’t remember any of the games displaying the same problem.
I really like to Play SPWAW online. I have been wishing for this exact option ever since Steel Panthers was first released by SSI in the mid 90s. I hope the soon to be released patch 4.1 will address the majority of the online issues.
SPWAW is a fantastic game and I commend all of the members of Matrix who have worked so hard to get it out to us. Keep up the great work!!
Problem #1… I am the client and when I try to load infantry onto a vehicle with not enough room, I get a message asking me if I still want to load my unit. Fair enough, but the SERVER, my opponent also gets a pop-up window listing the same options!!
The servers response does not seem to have any effect on my selection. My unit will respond to my requested option regardless of what the SERVER player answers to the pop-up.
Problem #2… While in the deployment screen, both my map and the servers map responds to view commands. That is to say, if I select a unit and right click in a direction to observe this unit’s field of view, the SERVER’s map will echo my field of view. The reverse also occurs. When my opponent observes the field of view of one of his units, I can see the field of view of his unit.
The SERVER nor I can tell what unit’s field of view is being displayed, but you can certainly get a good idea off possible deployment points.
I’ve played about eight or so TCP/IP battles with SPWAW. Well started them anyway as all the games have been ended prematurely due to connection or corruption problems. In one battle all my opponents units became visible to me! In an other battle the western half of the map became filled with boulders and mines on the client computer! In yet an other all units shifted 5 hexes northwest at he end of the clients turn!
Not sure what sort of file or protocol corruption has to occur for these symptoms to be replicated. The strangest thing is I don’t remember any of the games displaying the same problem.
I really like to Play SPWAW online. I have been wishing for this exact option ever since Steel Panthers was first released by SSI in the mid 90s. I hope the soon to be released patch 4.1 will address the majority of the online issues.
SPWAW is a fantastic game and I commend all of the members of Matrix who have worked so hard to get it out to us. Keep up the great work!!
If you can't be HAPPY you shouldn't be anything at all!
Wasn't the special opfire meant to happen when you go within 2 hexes from an enemy unit?
It's just that observing the messages I've noticed on several occasions that a 'special opfire' text appears and a distant unit (over 10 hexes away) fires at my unit that was just moving, didn't even shoot at the firing enemy unit.
Usually the unit that gets this very special opfire is a bunker.
Voriax
Oh God give Me strength to accept those things I cannot change with a firearm!
Please pardon me, as I haven't read much of this thread, but I have spotted a campaign bug. I know I've seen this problem reported elsewhere, so it's probably not a campaign problem specifically. Anyway, I've upgraded a recon tank into a medium tank, but it still retained it's recon status after that. Down the road I suppose this would result in it's possibly becoming a recon King Tiger. Can you say recon in force? Perhaps, the recon class designation will only stay after the first upgrade and vanish with the second non-recon upgrade to the unit? Thanks.
Playing a online game (two computers networked)I saw not ID flags. In a solitare game they work fine.
Also during online game hitting the F9 Surrender key causes your machine to go to sync players message, you are unable to do anything except Chat untill the turn times out. After time out the other player can do nothing untill hitting alt-tab to windows then back to the game. After which everything returns to normal. If a player surrenders the opposing player can not accept untill the turn times out, then the games goes to the end of game unit list. At this point the host can access the differnt sides unit list but the client can not.
Another problem, when setting the range of a unit I have to enter the range twice and hit return twice before the range setting dialog goes away.
I hope this is helpful in tracking down the cause of this problem. Love the game. Great job.
[QUOTE]Originally posted by Paul Vebber:
1) ID flags don't work
2) Surrendering player in online game does not get end game screen becasue player accepting surrender is immediately disconnected.
[This message has been edited by pbear (edited September 16, 2000).]
Also during online game hitting the F9 Surrender key causes your machine to go to sync players message, you are unable to do anything except Chat untill the turn times out. After time out the other player can do nothing untill hitting alt-tab to windows then back to the game. After which everything returns to normal. If a player surrenders the opposing player can not accept untill the turn times out, then the games goes to the end of game unit list. At this point the host can access the differnt sides unit list but the client can not.
Another problem, when setting the range of a unit I have to enter the range twice and hit return twice before the range setting dialog goes away.
I hope this is helpful in tracking down the cause of this problem. Love the game. Great job.
[QUOTE]Originally posted by Paul Vebber:
1) ID flags don't work
2) Surrendering player in online game does not get end game screen becasue player accepting surrender is immediately disconnected.
[This message has been edited by pbear (edited September 16, 2000).]
this is about online play... we had several problems here:
1. when playing a 3 player mach, if you delete you ao unit, you cant see the units you buy in the main purchase screen.
2. when a player havin installed the german language patch play against someone having the english version, the game will crash
3. when changing to the larget map available in generated battle, the game crashes
mm
1. when playing a 3 player mach, if you delete you ao unit, you cant see the units you buy in the main purchase screen.
2. when a player havin installed the german language patch play against someone having the english version, the game will crash
3. when changing to the larget map available in generated battle, the game crashes
mm
derint dum metuant
Another excellent product!! BZ, ya'll!
Couple of minor things:
German PzB 39 AT rifle has a warhead of 1 in the OOB - believe this translates as "bullet" as the game kept thinking I was shooting a machine gun. Changed it to warhead 2 and it became an anti-tank rifle. Weapon 088 in the OOB for those wanting to make the fix at home.
In the Long WWII campaign, as Germany, I chose North Africa as my second battle location - ended up in France. Reloaded 5 times from the previous battle's end save and got the same results each time: French in France instead of Brits in North Africa.
Question: How did the French lose if their S-35s were as good as they are in SPWAW? Those [expletive deleted] things kick my butt every time I face them! Early Germany didn't have anything that would hurt them - even 75mm rounds bounce. Thank [insert Deity] for the 88s! And that damn 47mm gun of theirs...grrrr!!! Makes me think I've got butter instead of armor on my tanks...
Consider for v4.1: A way to stop the OpFire option during the turn. In a large battle, that thing can take FOREVER to cycle through! Maybe it can be restricted as to range/target type? I'm not gonna be taking too many range 30 potshots at infantry with my ATGs....
A most excellent job, ya'll!
Couple of minor things:
German PzB 39 AT rifle has a warhead of 1 in the OOB - believe this translates as "bullet" as the game kept thinking I was shooting a machine gun. Changed it to warhead 2 and it became an anti-tank rifle. Weapon 088 in the OOB for those wanting to make the fix at home.
In the Long WWII campaign, as Germany, I chose North Africa as my second battle location - ended up in France. Reloaded 5 times from the previous battle's end save and got the same results each time: French in France instead of Brits in North Africa.
Question: How did the French lose if their S-35s were as good as they are in SPWAW? Those [expletive deleted] things kick my butt every time I face them! Early Germany didn't have anything that would hurt them - even 75mm rounds bounce. Thank [insert Deity] for the 88s! And that damn 47mm gun of theirs...grrrr!!! Makes me think I've got butter instead of armor on my tanks...
Consider for v4.1: A way to stop the OpFire option during the turn. In a large battle, that thing can take FOREVER to cycle through! Maybe it can be restricted as to range/target type? I'm not gonna be taking too many range 30 potshots at infantry with my ATGs....
A most excellent job, ya'll!
Job Security: Being a Micro$oft lawyer...
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- Posts: 99
- Joined: Sun Jul 23, 2000 8:00 am
Dean Robb says,
Albert
[This message has been edited by Graf Speer (edited September 16, 2000).]
Just a suggestion to whoever might oversee the OB Errata list - move all the gamer's OB "corrections" observations into a separate topic - and invite everyone with OB correction observations to post them in the same convenient area. Just a little website reorganization - given the UBB's ability to "move" posts - could expedite OB corrections for a future update.German PzB 39 AT rifle has a warhead of 1 in the OOB - believe this translates as "bullet" as the game kept thinking I was shooting a machine gun. Changed it to warhead 2 and it became an anti-tank rifle.
Albert
[This message has been edited by Graf Speer (edited September 16, 2000).]
Well there does exist the 'OOB bugs here' topic. It's moved to the second page though -> invisible to many people, unfortunatelyOriginally posted by Graf Speer:
Just a suggestion to whoever might oversee the OB Errata list - move all the gamer's OB "corrections" observations into a separate topic - and invite everyone with OB correction observations to post them in the same convenient area. Just a little website reorganization - given the UBB's ability to "move" posts - could expedite OB corrections for a future update.
Albert

Voriax
Oh God give Me strength to accept those things I cannot change with a firearm!
If you request strike aircraft as reinforcements, they show up as movable, on-board units. Same thing with OB arty.
Non-moving units go In-cover even if they are advancing. Maybe intentional?
It would be nice if you could chat with only your side without using Roger Wilco and if you could use the "D"-key during opfire to pop smoke. The host should also automatically send the custom map to the clients. Just in case you don't have already enough to do
.
[This message has been edited by Kharan (edited September 17, 2000).]
Non-moving units go In-cover even if they are advancing. Maybe intentional?
It would be nice if you could chat with only your side without using Roger Wilco and if you could use the "D"-key during opfire to pop smoke. The host should also automatically send the custom map to the clients. Just in case you don't have already enough to do

[This message has been edited by Kharan (edited September 17, 2000).]
Bug or feature?
Does the code discern whether vehicle's immobility was caused by breakdown, assault or stuck in mud?
The reason for this question is that in the current scenario I'm playing I had this brave Russian squad that assaulted two tanks into immobility. Then this squad had to withdraw and I lost line of sight to these tanks. After 5-6 turns when I moved another unit in for the kill, only one tank was left...apparently the other had been repaired.
Mind you, if it's now possible to get a stuck vehicle back into running condition, then don't fix this 'bug'
Voriax
Does the code discern whether vehicle's immobility was caused by breakdown, assault or stuck in mud?
The reason for this question is that in the current scenario I'm playing I had this brave Russian squad that assaulted two tanks into immobility. Then this squad had to withdraw and I lost line of sight to these tanks. After 5-6 turns when I moved another unit in for the kill, only one tank was left...apparently the other had been repaired.
Mind you, if it's now possible to get a stuck vehicle back into running condition, then don't fix this 'bug'

Voriax
Oh God give Me strength to accept those things I cannot change with a firearm!