Comprehensive Bug List

Feedback for the Outrage Entertainment D3 dev team members - bug reports, patch issues, your raves (or rants).
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SSX-Thunderbird
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Post by SSX-Thunderbird »

<font face="Arial" size="3">The "Manual Control Powerup" is probably not a bug. I think it is a joke, as there is no "Manual Control" buddybot powerup introduced in the Pilot's Manual</font>
Note that this powerup only appears in Mercenary level 4. I think Outrage had full intentions of having this item useful, but ran out of time, and forgot to remove it completely.
<font face="Arial" size="3">In Descent 3 v1.5, the Omega Cannon still drains energy quickly, perhaps twice as quickly as the EMD Cannon. Is this normal??</font>
Probably Image. The Omega is meant to suck your energy. It's just not supposed to drain you dry in an energy center (I've done this at 145FPS).

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Post by Vertigo Zero »

Suncho,

If you would be so kind, I have just a couple of questions about the state of the 1.5 beta patch:

1) Has bug #122 (i.e. Inventory Item Controller Button Bug) been fixed?

2) Has the rear-view camera view been flipped so it works like a car's rear-view mirror? Rear-view would be so much more useful and intuitive if it were flipped. (I know you never officially listed this problem as a bug, but I believe it should've been listed as one because it's really not a feature request; it is a request to correct a flaw. The rear-view camera should've worked like a rear-view mirror from the beginning because it just makes sense for it to work that way.)

The benefits of not having to remove your hands from your controller to use the energy-to-shields converter are obvious.

If you don't have to remember that the ship coming up on your left in the rear-view camera is actually coming up on your right, then the UI is providing you with crucial threat-position information that doesn't need any further interpretation.

I can't imagine that either one of these two issues is particularly difficult to fix. Having them fixed would make the controls and the UI more intuitive, transparent and useful to the pilot. In the end, there would be two less niggling flaws needlessly detracting from a fantastic game.

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Post by Suncho »

No and No. They're not going to fix #2 and they probably won't fix #1.

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Post by Vertigo Zero »

That's a shame. Oh well, thanks anyway.

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Post by Starken »

Didn't someone post the 1.5 readme earlier? (well, maybe not, I can't seem to find the link). It should answer a lot of these questions about what is and isn't fixed.
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Post by Tetrad »

Here's what's in my copy:

<BLOCKQUOTE><font size="1" face="Arial">quote:</font><HR><font face="Arial" size="3">Fixes for Version 1.5.0:
- Fixed a checksum problem introduced in 1.4 that prevented some
levels from being played across platforms (for example, Windows
and Linux).
- Force feedback now works under Windows 2000.
- Fixed crash starting a multiplayer game when the Black Pyro is
the only allowed ship and the player is currently set to use
another ship.
- Can no longer start a multiplayer game with no allowed ships.
- It's no longer possible to crash the dedicated server by typing
a very long command line in telnet mode.
- Disabled cheats that are based on changing the ship weapon values
in the data files.
- Mod files are now stored on www.descent3.com (instead of
[url=http://www.pxo.net).]www.pxo.net).[/url]
- Removed support for HEAT.NET, as they're no longer in business.
- Pilot command-line arg (-pilot or +name) is now only checked once,
not every time the main menu comes up. This fixes the problem of
the game switching back to the pilot specified on the command
line after the user has selected a different one.
- When the player's HUD name level is lowered by a game server,
the client remembers the higher level and will revert to that
level when a server allows.
- Fixed a problem with the GuideBot menu not responding to key
presses after firing with the mouse.
- Saved games now properly load custom textures.
- Demos now properly load custom textures.
- Primary weapons no longer behave oddly when attempting to fire
secondaries when out of secondaries.
- Fixed a rendering crash that could be caused (among other ways,
probably) by a lot of chaff being detonated at once.
- Fixed some (maybe all) multiplayer ghost ship problem.
- Omega cannon energy usage is now not framerate dependent.
- Fixed crashes/slowdowns when using the omega cannon.
- Fixed a problem with the rearview camera when viewing demos
of multiplayer games.
- Fixed a ghost ship problem with demos after a player respawned
in a multiplayer game.
- Certain objects, such as the surface cannon in level 10, no
longer interact with observers in multiplayer games.
- The stats file now contains a listing of team members in
Team Anarchy, Mosterball, and Entropy.
- The results screen for team anarchy now shows the team scores.
- Don't show extra teams on team anarchy & monsterball results
screens.
- Removed the Mission Status item from the HUD config menu, since
there is no Mission Status HUD indicator.
- Removed the missile camera center window option, since it didn't
really work (& wasn't supposed to be there in the first place).
If you really want the center view, however, you can set
MissileView to 1 in the registry. Note that going into the
config menu will reset it, though.
- Fixed problems when video bit depth set to 32.
- Clients now can hear the server player taking omega (& other)
damage.
- Fixed problems with omega cannon causing wrong amounts of damage
and damage to the person firing the weapon.
- Allowed room for longer team names on results screens.
- Ping & packet loss data no longer displayed on HUD in
peer-to-peer games.
- It's no longer possible to pick up a powerup in multiplayer while
leaving observer mode while moving over the powerup.
- Added confirmation HUD messages when sending private messages.
- Fixed several problems unloading overlay data.
- Made -mission work as described; that is, it now causes the
specified mission to start automatically when the game is started.
- Colored stipes now display on player ships in demo playback of
multiplayer games.
- HUD gauges now work in demo playback.
- Clarified the description in readme.txt of the -mission command-line
option. Refer to Section 7, Command-line Options, for the new
description.
- Fixed a couple problems with the level auto-download system.
- In demos of multiplayer games, player ships no longer switch
between modesl for different ships.


New features for Version 1.5.0:
- Increased by 20 the maximum number of player ships.
- Increased by 300 the maximum number of textures.
- Increased by 100 the maximum number of objects.
- Increased by 200 the maximum number of polygon models.
- Added "-nosatomega" command-line option to disable alpha
effects on omega cannon. Try this if you have speed or crashing
problems with the omega under 1.5.
- Added -nocrashbox command-line option to disable the error dialog
displayed if the game crashes.
- Improvements for some players using NAT routers. If you're having
trouble playing D3 using a NAT, enable port/host forwarding on
the NAT server, then specify your port with the the -useport and
-pxoport command-line options.
- Added "-datacheck" command-line option. If you get a message
on the loading screen that your mission has data errors, use
this option and see the file "datacheck.out" for a description
of the data errors in your mission.
- In multiplayer, a HUD message is shown when a player's ship
is changed because the selected ship is not allowed.

Known issues in Version 1.5.0:
- Because of limitations in the precision of Descent 3's timer,
high framerates are not displayed accurately on the HUD. </font><HR></BLOCKQUOTE>

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Post by DCrazy »

Proof that 1.5 exists.

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Post by Suncho »

<font face="Arial" size="3">Excuse me, I've been on vaca. Does this thread mean that you now believe that peeps are cheating? Or, do you believe that game bugs exist and that paranoia/whininess causes some people to think that other people misuse these bugs (no signigicant change from your previous position)</font>
-MARGO

This thread is old, Margo, and it has to do with bugs in the game of Descent 3. Is it possible to cheat? Yes. Do people do it? Occaisonally. Does cheating affect the overall online gameplay of Descent 3 significantly? No. Do people whine about cheating? Yes. Has the whining about cheating ruined the spirit of the game for many people? Yes.

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Post by Vertigo Zero »

It's November, any word on the patch?

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Post by JMEaT »

<BLOCKQUOTE><font size="1" face="Arial">quote:</font><HR><font face="Arial" size="3">Originally posted by DCrazy:
<b> Proof that 1.5 exists.

<FONT SIZE="2"></b></font><HR></BLOCKQUOTE>

Those are all awsome fixes. Why are they still holding back??

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Post by Max_T »

i guess they r still testing the cross-platform compatibility. Image

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Post by DCrazy »

No, that's done...

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Post by DarkShadow »

Are they still waiting for Graphsim and the Mac patch.? Image

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Post by Skyalmian »

At this point I doubt Graphsim is even working on a the 1.5 Mac patch. Probably stopped working on it. :\ Sent a kind e-mail to them a while ago asking if there was one and if so, what is its status. No reply.
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Post by Vertigo Zero »

Begging for the 1.5 patch is futile, I know, but what the hey:

Outrage, pleeeeease release the patch!

Thank you.
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Post by Skyalmian »

Negative. They, according to an insider, have their 'reasons' for not releasing it.
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Post by Vertigo Zero »

That. Royally. Sucks.
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Post by Aaron »

Wow, so does that mean that we won't be getting the source code out of them any time soon?
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Post by Max_T »

Suncho, u feel like updating this thread? lol
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Post by Mr. Perfect »

Don't forget to fix the Coop/SP bugs
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Post by Genghis »

bumping to keep within 30-day window Image
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Post by Genghis »

Bumping, just in case Kevin wants to see this.
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Suncho
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Post by Suncho »

Ah this is embarrassing! Kill it! I created this thread when I was a kid! ;)
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