Current Bugs and Issues List

Ask here if you experience technical problems with X³: Reunion, X²: The Threat, X-Tension or X-Beyond The Frontier

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ItWasntMe
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Post by ItWasntMe » Sat, 15. Apr 06, 14:44

Well the problem i had was that when I played the simulator it started at combat level 1 and then after finishing the mission it said I could move on to the next level but then still showed only combat level 1.

I tried anything and everything to get it working but even reinstalling and putting the patches on one by one didnt solve it so its either a bug or a design problem.

Ben

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apricotslice
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Post by apricotslice » Sat, 15. Apr 06, 14:48

reelbf wrote:Well the problem i had was that when I played the simulator it started at combat level 1 and then after finishing the mission it said I could move on to the next level but then still showed only combat level 1.
Seriously, the whole "lack of a tutorial" simulator is a bit of a joke.

Start the game on quickstart. And just spend 2 days trying everything until you get the hang of it. Then go back and play seriously.

The real game will teach you faster than the simulator will.

But its a point, the game is missing a decent tutorial still.

Armegeddon
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Post by Armegeddon » Sat, 15. Apr 06, 14:53

apricotslice wrote:
esd wrote:Posting it in Tech Support? A proper buglist could be useful to some people.Over it goes :)
A thread killer if ever I saw one.

Ah well, I think we got practically everything.

I just hope its useful.

But I fear it will just vanish into the bowels of the tech support forum and not be heard from again.

*Huge Sigh*

:oops: :cry:
Actually, I think having this thread moved to TechSupport might actually be useful. The devs are more likely to read some of it and we may get some input from them on some of the issues discussed, which can only help the discussion.

Edit: In fact, the only real difference I can see from the thread being moved is that those people who haven't registered their game wont be able to post in the thread, which isn't really that bad. Means there is likely to be fewer extraneous posts, and that we have to be more careful on how we handle discussions on the issues so we don't get locked.
Last edited by Armegeddon on Sat, 15. Apr 06, 15:02, edited 2 times in total.
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Armegeddon's X3 scripts and mods

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apricotslice
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Post by apricotslice » Sat, 15. Apr 06, 14:55

Armegeddon wrote:Actually, I think having this thread moved to TechSupport might actually be useful. The devs are more likely to read some of it and we may get some input from them on some of the issues discussed, which can only help the discussion.
I really and truely hope so.

[TGU]SOL
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Post by [TGU]SOL » Sat, 15. Apr 06, 17:14

A lot of what you have posted aproccotslice I agree with, but most are not bugs they are just missing features or stuff not implemented because of time restraints on the release date, cockpits HQ's etc.....

Well egosoft has plenty of time now :wink:

1.The disappearing ships I have had at least 10 times now and it is nothing to do with npc stations dissapearing or collisions or stray fire , it only happens OOS that is the only reapting theme in these vanishings.

2.They really need to sort out ship descriptions if they wanted to change things from X2 they should have did the descriptions also.

3.I agree also that not being able to dock friegthers is absurd dont know why they removed this feature.

4.penalties for unattend play on combat rank I find odd, only recently came across this reading other users post, Mods and scritps are openly premoted here they even have a forum

Both help directly or indirectly the player to achive certain levels or goals quicker, so why penalties for one and not the other I could see the point of tagging the player's status file with his unattended hours but actuall in game penalties again a bit absurd.

5. Having to shoot half way across the map to transfer items between ships is micromanagement gone mad if you ask me.


p/s and in reply to the usual scriptologist answer

I am a consumer who likes to keep within warranty regulations and eula's, they are also other's who will not or cant tweak their games "Scripts is the answer" is not a valid response.

ItWasntMe
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Post by ItWasntMe » Sat, 15. Apr 06, 20:56

Another issue I have come across when trying to improve the frame rate in combat is that when I disable audio in the control panel the game will not load a save game it just stays at the loading screen indefinitely.

Not sure if this one has be mentioned already but I thought it might be worth mentioning I'm not sure if this is solely on my machine or if it would be differnet if sound was disabled in the BIOS and like that when X3 was installed. It might not be that imporant but if you have dodge sound hardware it could be.

Skeeter
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Post by Skeeter » Sat, 15. Apr 06, 23:05

Found a glitch. within about a hour of playing hehe.

Ok so i am at borons home system, lol forgot name but u know with nice music and in top left of map.

Anyhow...

Theres a weird bug with the mosquito missile animation in the window in the boron equipment dock. It happens when say ur halfway down list, hold down up arrow on keyboard so it quickly goes to top. This is where the bug shows itself. The animation is having difficulty playing animation. I test it a few times. Its ok when moving slowly and from 2nd object down from buy/sell list and back up to mosquito missile. Animation plays fine that way. But is buggy and doesnt play properly when u do the mentioned quick move from lower down and shoot up the list with up arrow on keyboard.

I saved the game so if anyone from ES wants save and follows the finding of glitch method i described above let me know.

Bought game it arrived today, installed "properly" latest patch from 1.0x to 1.4.02 (166 meg i think). Playing in 1280x1024 res 32bit, every quality option ingame on turned off AQC. 2x aa and 16x af. Nvidia drivers latest. Using win xp pro with sp2.

Hope i reported this and decribed it ok.

Anyhow in your hands ES now, need save of mine to reproduce then as i said fine and let me know the email addy to sent it to.

--

Skeeter...


UPDATE!

Also on rare occasion happened to other animations when quickly going from say top of list to middle of a long list at a stations buy/sell list.
Last edited by Skeeter on Sun, 16. Apr 06, 10:08, edited 1 time in total.

Jakesnake5
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Post by Jakesnake5 » Sun, 16. Apr 06, 02:29

I myself have suffered from the 'Vanishing ship' syndrome. Never a bought ship (Unless the station took a powder with it) but none of the 'vanished' were hit by anything (I always get 'destroyed' messages if it was a combat kill of a CAPPED ship).

I even have a save stored where a ship WILL vanish the instant it and I are no longer in the same sector. So it IS reproducable.

AalaarDB knows about it, and wrote a Ship Respawner script that correts GOD's decisions about capped player ships. It also generates an OOG log that I've sent several entry's to you about.

This bug showed up with 1.4. 1.3 did NOT have vanishing ships.

ItWasntMe
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Post by ItWasntMe » Sun, 16. Apr 06, 17:28

Hmm this is in danger of falling by the wayside if people dont keep posting in it. This is just a thought but if any moderator is reading this maybe it could be made a sticky so it doesnt disapear.

I dont know how and what the policies are about stickies but it seems usefull to have this as a sticky and then it can be found when needed.

Ben

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Post by Jakesnake5 » Sun, 16. Apr 06, 17:43

Some of the AI is really screwey.

I'm playing Kha'ak Invader. I was traveling form Priest Pity to Paranid prime, when I had TWO different M5's smack into me from behind. One was a courier and one a Parcel Post ship.

And NO, I wasn't running SETA, so they SHOULD have been able to see me. And the fact I was slightly OUTSIDE of the normal travel lane between the gates (got tired of dodging freighters) means they had to be AIMING at me.

Skeeter
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Post by Skeeter » Sun, 16. Apr 06, 20:47

Mouse has lag i dunno why as my ingame fps is great its just the mouse has lag like if i move mouse then move different direction it needs to catch up on screen. Extremily annoying. Perhaps using souftware mouse might be better than hardware mouse?

This is the most annoying at main menu and during docked situations where u navigate menus.

Please try to make it less lag as it really should be no issue at all, and be smooth like windows and all other games "yes all" for mouse using games.

pjknibbs
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Post by pjknibbs » Mon, 17. Apr 06, 08:17

I suspect your mouse problem might be down to a low framerate--obviously, if you're only getting 5 frames per second, the mouse cursor moves only 5 times per second, and you'll see that as cursor lag. Does it lag in all sectors, or just busy ones like Argon Prime?

Skeeter
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Post by Skeeter » Mon, 17. Apr 06, 10:34

I am not getting low fps. Im getting 20+ argon prime is probably 25 fps. Its very smooth even in seta lol.

So its not fps problem its definatly a mouse issue ingame i suspect. Doesnt anyone else get mouse lag but have great 20+ fps smoothness?

Thanks for the reply btw pjknibbs :)

----

Also a new glitch well a old one as i have read it happening before on forums. When i either shot someone or commed them, when they commed me i got some long haired punk human for 1 second then monitor quickly showed a police women in shades instead. So 1 person for 1 second then switched to another for rest of comm duration. Im sure this was reported awhile ago before 1.3 patch. Just woundering if it wasnt reproducable for ES and they couldnt fix it or it was classes as a very very minor bug/glitch that they used there time on other things.

CBJ
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Post by CBJ » Mon, 17. Apr 06, 10:42

If you are currently using a USB mouse then try a PS/2 one or use a USB->PS/2 adapter on your current one. Some people have reported that their USB mice have been slow to respond. This appears to be related to processor load, though this hasn't been confirmed.

Skeeter
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Post by Skeeter » Mon, 17. Apr 06, 10:46

Wish i got u to reply after i edited with new problem hehe.

Ah well. :)

About the mouse cusor issue. I do not have a usb mouse it is a wireless Trust Ami Mouse 250P (item number 13021)

Drivers fine and batteries charged and distance to reciever aboput 45cm ish away (half an arms length ish).

Never had a problem in any other game before. Still doubt its a problem my end. And if you ask try another mouse to see if i get same problem with wired ps2 mouse then no i cant, dont have one.

Thanks for reply CBJ. :)

CBJ
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Post by CBJ » Mon, 17. Apr 06, 10:54

Skeeter wrote:Just woundering if it wasnt reproducable for ES and they couldnt fix it or it was classes as a very very minor bug/glitch that they used there time on other things.
A bit of both. The problem is that video timings seem to vary from hardware to hardware. What works fine on one PC shows brief flashes of the next video on the stream on another. It was too consider minor to spend weeks chasing round to find out exactly why it happened and on which hardware and work out how to prevent it.

Regarding your mouse, it would certainly help if you could try a different mouse as that would eliminate the mouse as a problem. The game can only work with the input signals it gets, and clearly it is not getting them quickly enough, but the question is why?

alollini
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Post by alollini » Mon, 17. Apr 06, 14:06

I agree with almost all of the above.


in the ship list the location title is not needed, instead the sector name must be in the central field on the same line of the ship name.
ship order in the list must not change.
best would be to order them by hand to have automated ones bottom and most used at the top of the list.

Interface must be always on while loading sector. make the game multitask please, use windows windows for cameras for example.

port game to macosX

in FRENCH no way to see how much cargo space is free - or used

gravidar is not very helpful was better in x2

add ability to rotate the sector map with mouse

your menus are well designed for touchscreen, but i do not have one ...

add mobile mining

make space continuous, fly possible from a sector to another without gates, but exermely long.

why not being able to create a new sector by buying gates...

opaque gaz sectors are too opage, clouds are too small
and move too fast, space is more transparent than that.
the clouds should be gone through slowly even with MATS on and a fast M5

totally inertial movement would be more realistic. no speed limit, only accelerations limits. to brake soft use the front trusters, to brake hard reverse the ship and activate boosters.

ok I stop here, return to game.
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Official Philatelic editor of the European Space Agency, ESA.

Xenon_Slayer
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Post by Xenon_Slayer » Mon, 17. Apr 06, 14:38

alollini wrote:I agree with almost all of the above.
Interface must be always on while loading sector.
Not possible. The game is loading during this time. The game does not start until everything is there. It just wont be practical.
alollini wrote: make the game multitask please, use windows windows for cameras for example.
Are you suggesting seeing X3s cameras while you are in windows. That would be cool but again, X3 only is active when the game is there. If you switch to windows the game will pause.
alollini wrote: port game to macosX
I dont know if that is up to Egosoft. I think there are special publishers who try this. X2 did go to linix but it took a while.
alollini wrote: in FRENCH no way to see how much cargo space is free - or used
A known bug in several languages.
alollini wrote: gravidar is not very helpful was better in x2
I agree. You cant see the player ship as a point of reference. I dont think there are Z axis lines either to show how far "Up" a ship is.
add ability to rotate the sector map with mouse
alollini wrote: your menus are well designed for touchscreen, but i do not have one ...
A touch screen would be nice as a second monitor. I dont think their visuals are very good though. Perhaps the option to move all menus and interfaces onto a second monitor would be a good idea although in pracrice you will need the HUD where it is.
Touch screens mimic mice. The cursor is moved to where you press. I think the support is there but no one has reported using it yet.
alollini wrote: add mobile mining
All ready in the game. Commands and equiptment.
alollini wrote: make space continuous, fly possible from a sector to another without gates, but exermely long.
It would take several centurys to get anywhere else realy even in a moded Pegasus. The galaxy map is a map of the gates, they are physicaly all over the place. Possibly on the other sides of galaxys to each other. Plus, the computers can not handle all that co-ordinate data.
alollini wrote: why not being able to create a new sector by buying gates...
Gate building is not very well known science for any of the races.
alollini wrote: opaque gaz sectors are too opage, clouds are too small
and move too fast, space is more transparent than that.
the clouds should be gone through slowly even with MATS on and a fast M5
I dont like the nebulas in X3 either. Some sectors are too clear when they should be quite full of nebulas (fade in effects look odd). The size of them though, the whole sector, is fine.
alollini wrote: totally inertial movement would be more realistic. no speed limit, only accelerations limits. to brake soft use the front trusters, to brake hard reverse the ship and activate boosters.
X3 added more realistic physics but I dont think it will get any more realistic. Yes this is a space simulation game but it is not supposed to be realistic as in REAL. This is a good as it gets and I love it.
Come watch me on Twitch where I occasionally play several of the X games

g04tn4d0
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Post by g04tn4d0 » Mon, 17. Apr 06, 22:06

Yay, Apricotslice! Go, fruit, go! Good post! (original post)

pjknibbs
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Post by pjknibbs » Mon, 17. Apr 06, 22:53

Xenon_Slayer wrote: I dont like the nebulas in X3 either. Some sectors are too clear when they should be quite full of nebulas (fade in effects look odd). The size of them though, the whole sector, is fine.
Although it definitely makes no sense that you can see the background stars and the system's planet through the nebula, but you CAN'T see an asteroid 10km away! Freespace 2 nebulae worked much better in this regard--when you were in the middle of one you couldn't see anything but nebula whatever direction you looked.

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