EVN 1.0.5 bug report / verification request

I've found a small handful of bugs in EVN 1.0.5, and I'd kinda like for somebody else to verify them. (Or tell me that they're features, or whatever...)

Ship IDs 406 and 410 can cloak, but have no cloaking device outfit.

Sometimes, for no apparent reason, a particular weapon will do no damage. When this occurs, the weapon will still hit, have all of its normal visual effects and impact effect, but won't actually deal damage. While this has happened a number of times with a few different weapons, I've been unable to reliably reproduce this bug. As such, it's in much more need of verification than most of the other stuff here.

When you are afterburning away from something, shots with positive impact will slow you down when they hit.

In systems with murk, ionized ships that are out of visible range but on screen fade to black instead of the system background color.

AI controlled inertialess ships do not properly decelerate immediately upon coming out of jump. They appear to be limited to their own normal deceleration, causing AI inertialess ships to be unable to stop until at least mid system - I've seen a group of hyperioids that didn't stop until they were several full radar screens distance beyond system center.

Keyboard shortcuts do not work in the bar when caps lock is on.

Holding down 'b' does not purchase multiple outfit items (as it does commodities).

The ammotype field does not work correctly when trying to loot ammunition from a disabled ship. For example, I have a pilot with a captured Raven with non-fire-while-cloaked multitorps, and I cannot acquire ammunition from Ravens with fire-while-cloaked multitorps. I later acquired a fire-while-cloaked multitorp launcher, but still cannot loot multitorp ammunition. Also for example, if I have a hail chaingun and/or a storm chaingun, I cannot loot chaingun ammunition from ships with storm chainguns. However, if I have only a storm chaingun, I cannot loot ammunition for it, regardless of the armament of the target vessel.

Also, there is some problem with ammunition loadout on a newly captured ship. I can disable a cloaking Raven without it firing a shot, but when I take it as my own vessel it loses its 80 fire-while-cloaked multitorps (but keeps the eight mantas). This occurs reliably - but when I decided to try a Federation capital ship, it kept its full loadout of ammunition. This (plus vague memories of not getting chaingun ammo when capturing auroran capital ships with storm chainguns) leads me to believe that this may be related to the above problem with ammotype.

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(url="http://"http://www.rit.edu/~jxc1906/")(Insert Signature Here)(/url)

I am not one of the moderators here, but I do know that there will be a 1.06 to fix the bugs. I think your report will be very helpful for version 1.06

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I have already reported this topic to the beta list, so don't worry about that.

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Originally posted by Wyvern:
Ship IDs 406 and 410 can cloak, but have no cloaking device outfit.

I reckon we can fix that.

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Sometimes, for no apparent reason, a particular weapon will do no damage. When this occurs, the weapon will still hit, have all of its normal visual effects and impact effect, but won't actually deal damage. While this has happened a number of times with a few different weapons, I've been unable to reliably reproduce this bug. As such, it's in much more need of verification than most of the other stuff here.

Unless that can be traced down very shortly, we won't be able to fix that.

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When you are afterburning away from something, shots with positive impact will slow you down when they hit.

I think that's probably ionisation damage coupled with positive impact. It has an odd effect on those calculations.

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In systems with murk, ionized ships that are out of visible range but on screen fade to black instead of the system background color.

That's a weakess of the translucency system, and cannot be fixed. :frown:

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AI controlled inertialess ships do not properly decelerate immediately upon coming out of jump. They appear to be limited to their own normal deceleration, causing AI inertialess ships to be unable to stop until at least mid system - I've seen a group of hyperioids that didn't stop until they were several full radar screens distance beyond system center.

I'll pass this one onto Matt.

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Keyboard shortcuts do not work in the bar when caps lock is on.

Nor should they. Take the caps lock key off. 🙂

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Holding down 'b' does not purchase multiple outfit items (as it does commodities).

Try using the modifier keys when clicking.

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The ammotype field does not work correctly when trying to loot ammunition from a disabled ship. For example, I have a pilot with a captured Raven with non-fire-while-cloaked multitorps, and I cannot acquire ammunition from Ravens with fire-while-cloaked multitorps. I later acquired a fire-while-cloaked multitorp launcher, but still cannot loot multitorp ammunition. Also for example, if I have a hail chaingun and/or a storm chaingun, I cannot loot chaingun ammunition from ships with storm chainguns. However, if I have only a storm chaingun, I cannot loot ammunition for it, regardless of the armament of the target vessel.

I'll also pass this one onto Matt.

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Also, there is some problem with ammunition loadout on a newly captured ship. I can disable a cloaking Raven without it firing a shot, but when I take it as my own vessel it loses its 80 fire-while-cloaked multitorps (but keeps the eight mantas). This occurs reliably - but when I decided to try a Federation capital ship, it kept its full loadout of ammunition. This (plus vague memories of not getting chaingun ammo when capturing auroran capital ships with storm chainguns) leads me to believe that this may be related to the above problem with ammotype.

Once again, I'll pass this onto Matt.

Thanks for your input. Next time, could you post bugs in Nova to the Nova webboard? Thanks very much.

all the best,

Dave @ ATMOS

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Co-creator of EV Nova | Nova webboard moderator

(This message has been edited by pipeline (edited 06-07-2003).)