{11} All tickets with description (865 matches)

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singleplayer (12 matches)

Ticket Summary Component Status Description Resolution Version Type Priority Owner Modified
#829 Game crashes sometimes after destroying a unit core new

sometimes the game crashes while/after destroying a unit

just start a game with 250 gold, buy several different units(scouts, missle, cluster, tanks...) and manually attack each other. after destroying some units, the game crashes

tested with r3492

maxr svn defect blocker somebody 02/06/2014
#531 Radaranzeigebug Solospiel core new

Moin, es gibt ein Radarbug im Solospiel. Wenn man per Gold das Radar von (irgendeiner Einheit) bestätigt zumindest beim Pionier und Radargebäude, erhöht, dann speichert und den Spielstand neu lädt, wird die erweiterte Radarreichweite angezeigt, auch bei Gebäuden oder Einheiten die bis dahin noch nicht verbessert wurden. Resync führt dann bei mir regelmäßig zum Absturz. Die Radaranzeige wird aber wieder normal, wenn man die Runde beendet und eine neue Runde anfängt. Der Fehler ist jederzeit wiederholbar. Gruß RonCon?

maxr 0.2.7 defect major somebody 03/04/2013
#625 negative gold in gold refineries core new

if you play long enough and manage to get more than 32k gold, you get a negative value of 32k gold

maxr svn enhancement minor somebody 07/07/2012
#537 Schutt verschiebe Bug core closed

Im Singleplayer getestet, im Multiplayer bemekrt aber nicht getestet.

Man kann 4er Schuttfelder "verschieben" wenn man Einheiten zerstört die auf dem Schuttfeld stehen.

Wird eine Einheit auf einem 4er Schuttfeld zerstört, kann sich das Schuttfeld verschieben. 0: Wird dort eine Einheit zerstört, scheint sich alles normal zu verhalten. 1: Wird dort eine Einheit zerstört, verschiebt sich das 4er Schuttfeld nach rechts. 2: Wird dort eine Einheit zerstört, verschiebt sich das 4er Schuttfeld nach unten. 3: Wird dort eine Einheit zerstört, verschiebt sich das 4er Schuttfeld nach rechts unten. 4: man zerstöre also eine Einheit auf rechts unten auf dem Schuttfeld 5: Man sieht gut wie sich das Schuttfeld verschoben hat, in diesem Extremfall schiebt es sich unter die Energiestation und ÜBER die Forschungsstation. Allerdings bleiben sowohl die Energiestation und Forschungsstation einsatzbereit, was man auch an der Forschungsübersicht und der Anzahl sehen kann. Im folgenden sieht man das man das Feld beseitigen kann und dann die Forschungsstation wieder auftaucht.

2tes Bild: Vernichtet man immer eine Einheit rechtsoben, wandert das Schuttfeld nach rechts und vernichtet dabei langsam dor stehende Gebäude. Dabei ist bei 2 das Forschungszentrum weiterhin aktiv. Bei 3 und einer weiteren Schuttverschiebung ist die Station dann aber weg. Und nein wenn man das Trümmerfeld weiterverschiebt (4,5), die Forschungstation taucht nicht wieder auf :)

3tes Bild: 1-5, man zerstöre die Einheit link unten und das Trümmerfeld wandert nach unten. 3, wird dort mit Räumen begonnen - siehe 4 und 5. Beginnt man aber mit Räumen 2a, steht die Räumeinheit danach auf der Station 4a. Läßt sich von dort aber wieder (in dem Fall nach oben) runterziehen.

Obwohl ich bisher keinen Crash auslösen konnte ist alleine das Löschen von Gebäuden schon bedenklich. Einheiten werden nicht gelöscht wenn sich das Trümmerfeld verschiebt. Kleine Gebäude werden übriegens auch gelöscht.

fixed maxr 0.2.7 defect critical somebody 04/09/2012
#419 right mouse click scroll doesnt work core closed

like in version 0.2.6 the scolling while holding the right mouse button doesnt work.

svn build 2648

duplicate res svn defect major somebody 03/14/2010
#68 severals bugs in move sounds of vehicles core closed

-when a vehicle drives from land onto water, the movesound for land is still played ( and vice versa)

-the waiting sound on plattforms and bridges are wrong

-at turn start, the waiting sound stops

-when moveing, sometimes the movesound stops in the middle of the move

fixed maxr svn defect minor somebody 11/25/2009
#346 Crash when closing current game core closed

OS: Windows 7 Build: 2519

I was starting a new game and decidet to quit it in the first round. Things I did in this round:

-Move both my surveyors -Move a pioneer, browse through its buildmenu and then cancel building -Hit "Dateien" button and pressed "Beenden"

The interface closed the left window as usual (sliding metal), but displaying a "Fertig" button on map screen while doing so. Instear of returning to the main menu the game crashed to desktop.

I was not able to reproduce this crash. Crashdump is appended

duplicate maxr 0.2.6 defect major somebody 10/28/2009
#115 real power output != internal power output core closed

[2109]

Once again i've encountered the problem, that all my power stations were on (156 max) generating only 110.

I've done some tracking... I think it happens when the game is saved/loaded. All building seem to be imported properly, but the SubBase?->EnergyNeed? and EnergyProd? get somehow corrupted.

As result wrong, lower values are saved in the file. Once there they cause weird behavior: the game shows production 110 of 156. But the game wont allow me to stop factories as 110 are needed, and the only way to raise it is to build new station since all stations are marked as working.

This can be related to the bug #74

Maybe its better to get the values while loading instead of saving them in the file?

fixed maxr svn defect critical eiko 07/23/2009
#220 Mining Station Distribution core closed

won't save the user changed distribution after end of round. At beginning of each round reset of initial distribution.

OS: OS X 10.5.7; Mac client

worksforme maxr 0.2.5 defect major somebody 07/18/2009
#205 graphic errors in transfer menu core closed

the image of connectors, turrets and mining stations are not displayed correctly in the transfer menu

fixed maxr svn defect trivial somebody 06/21/2009
#45 Air Transporter Blokiert beim einladen einer Einheit. core closed

Wenn man eine Einheit Laden tut, wird er Blockiert so das man ihn nochmal anwählen muss um mit ihm weiter agieren zu können.

fixed maxr 0.2.4 defect minor somebody 02/20/2009
#44 "Surveyer" scannt nicht sofort. core closed

Der "Surveyer" scannt im original sofort bei der Landung und auch beim Absetzen oder ausladen aus einem Transporter.

In der Aktuellen Version scannt er nur wenn er sich bewegt!

Verwendetes Betriebssystem Vista 64Bit Fenster Modus.

fixed maxr 0.2.4 not original minor somebody 02/20/2009

multiplayer (88 matches)

Ticket Summary Component Status Description Resolution Version Type Priority Owner Modified
#835 Multiplayer crash (2) Host and Client crash (loaded new saved match) core new

Started new match, host and client joint, started match all fine.

saved this match, loaded it, joint with both, hit [ok] again => both, client AND host, crashed

attached images for host - wasn't able to get a debug from client…

svn 3500 (self-compiled)

i tried it vice versa (switched client and host) and wasn't able to reproduce this - may this just happens sometimes?

maxr svn defect blocker somebody 02/15/2014
#481 crash when exiting game core assigned

Happened when exiting a singleplayer game. The playerlist is allocated somewhere in the pre game menus. But deleted when the cGameDataContainer::runGame returns. This leaves all menus on the stack with invalid pointers on the players.

 	maxr.exe!sID::getUnitDataCurrentVersion(cPlayer * Owner=0x0570f3a0)  Line 604 + 0x18 bytes	C++
 	maxr.exe!cMenuUnitListItem::drawName(bool withNumber=false)  Line 1296 + 0x12 bytes	C++
 	maxr.exe!cMenuUnitListItem::draw()  Line 1276	C++
 	maxr.exe!cMenuUnitsList::draw()  Line 1453 + 0x2c bytes	C++
 	maxr.exe!cMenu::draw(bool firstDraw=false, bool showScreen=true)  Line 584 + 0x2c bytes	C++
 	maxr.exe!cStartupHangarMenu::selectionChanged(void * parent=0x0018d798)  Line 2508	C++
 	maxr.exe!cHangarMenu::setSelectedUnit(cMenuUnitListItem * selectedUnit_=0x13d24848)  Line 1965 + 0x17 bytes	C++
 	maxr.exe!cMenuUnitsList::setSelection(cMenuUnitListItem * selectedUnit_=0x13d24848)  Line 1537	C++
 	maxr.exe!cMenuUnitListItem::released(void * parent=0x13cf5d40)  Line 1346	C++
>	maxr.exe!cMenuUnitsList::released(void * parent=0x0018d798)  Line 1470 + 0x30 bytes	C++
 	maxr.exe!cMenu::handleMouseInput(sMouseState mouseState={...})  Line 696 + 0x43 bytes	C++
 	maxr.exe!cInput::inputMouseButton(SDL_MouseButtonEvent & button={...})  Line 141	C++
 	maxr.exe!cEventHandling::HandleEvents()  Line 80	C++
 	maxr.exe!cMenu::show()  Line 614	C++
 	maxr.exe!cPlanetsSelectionMenu::okReleased(void * parent=0x0018e094)  Line 1619 + 0x15 bytes	C++
 	maxr.exe!cMenuItem::released(void * parent=0x0018e094)  Line 147 + 0x17 bytes	C++
 	maxr.exe!cMenu::handleMouseInput(sMouseState mouseState={...})  Line 696 + 0x43 bytes	C++
 	maxr.exe!cInput::inputMouseButton(SDL_MouseButtonEvent & button={...})  Line 141	C++
 	maxr.exe!cEventHandling::HandleEvents()  Line 80	C++
 	maxr.exe!cMenu::show()  Line 614	C++
 	maxr.exe!cSettingsMenu::okReleased(void * parent=0x0018e8e8)  Line 1292 + 0xb bytes	C++
 	maxr.exe!cMenuItem::released(void * parent=0x0018e8e8)  Line 147 + 0x17 bytes	C++
 	maxr.exe!cMenu::handleMouseInput(sMouseState mouseState={...})  Line 696 + 0x43 bytes	C++
 	maxr.exe!cInput::inputMouseButton(SDL_MouseButtonEvent & button={...})  Line 141	C++
 	maxr.exe!cEventHandling::HandleEvents()  Line 80	C++
 	maxr.exe!cMenu::show()  Line 614	C++
 	maxr.exe!cSinglePlayerMenu::newGameReleased(void * parent=0x0018f1c4)  Line 937	C++
 	maxr.exe!cMenuItem::released(void * parent=0x0018f1c4)  Line 147 + 0x17 bytes	C++
 	maxr.exe!cMenu::handleMouseInput(sMouseState mouseState={...})  Line 696 + 0x43 bytes	C++
 	maxr.exe!cInput::inputMouseButton(SDL_MouseButtonEvent & button={...})  Line 141	C++
 	maxr.exe!cEventHandling::HandleEvents()  Line 80	C++
 	maxr.exe!cMenu::show()  Line 614	C++
 	maxr.exe!cStartMenu::singlePlayerReleased(void * parent=0x0018fd28)  Line 858	C++
 	maxr.exe!cMenuItem::released(void * parent=0x0018fd28)  Line 147 + 0x17 bytes	C++
 	maxr.exe!cMenu::handleMouseInput(sMouseState mouseState={...})  Line 696 + 0x43 bytes	C++
 	maxr.exe!cInput::inputMouseButton(SDL_MouseButtonEvent & button={...})  Line 141	C++
 	maxr.exe!cEventHandling::HandleEvents()  Line 80	C++
 	maxr.exe!cMenu::show()  Line 614	C++
 	maxr.exe!SDL_main(int argc=1, char * * argv=0x0018fe50)  Line 187	C++
maxr 0.2.7 defect critical alzi 05/21/2014
#546 Defeat event not working on client: Map not revealed, sync crashed client core new

This is a report for r2900

Reproduce: - Start a game with 2 players. - Kill all units of player 2. - Defeat Event is fired by server. - Turn End does not include waiting for defeated player (correct) - P-button shows defeated player as "x" (correct) - Defeated player gets map not revealed. Event was fired however. Bug in client? - /resync issued by defeated player crashes the client of the defeated player

maxr svn defect critical somebody 07/17/2013
#612 Missing nodes in lang_slv.xml data new

r3006 is missing the following text nodes

Running translation check for lang_slv.xml
Missing: Comp/AttackingEnemy
Missing: Comp/Adjustments_Fuel_Increased
Missing: Comp/Adjustments_Metal_Decreased
Missing: Comp/Adjustments_Gold_Decreased
Missing: Comp/ReactionFireOff
Missing: Comp/Building_Disabled
Missing: Comp/Team_Insufficient
Missing: Comp/Gold_Insufficient
Missing: Comp/Metal_Insufficient
Missing: Multiplayer/Lost_Connection
Missing: Multiplayer/Wait_Until
Missing: Comp/Producing_Err
Missing: Comp/Path_interrupted
Missing: Hud/Armor
Missing: Multiplayer/Frozen
Missing: Multiplayer/Wait_Reconnect
Missing: Multiplayer/Player_Left
Missing: Comp/Upgrades_Done
Missing: Comp/CapturedByEnemy
Missing: Comp/ResolutionChange
Missing: Comp/Screenshot_Done
Missing: Init/Clans
Missing: Hud/Score
Missing: Comp/GameEndsAt
Missing: Comp/Point
Missing: Comp/NoLimit
Missing: Comp/EcoSphere
Missing: Comp/Points
Missing: Title/Clans
Missing: Option/None
Missing: Title/Hangar
Missing: Comp/Landing_Too_Close
Missing: Comp/Landing_Warning
Missing: Title/Savegame
Missing: Multiplayer/No_Map_No_Ready
Missing: Multiplayer/Player_Name_Taken
Missing: Multiplayer/Player_Color_Taken
Missing: Multiplayer/Missing_Settings
Missing: Multiplayer/Not_Ready
Missing: Multiplayer/Server_Not_Running
Missing: Title/Players
Missing: Multiplayer/Player_Joined
Missing: Multiplayer/MapDL_Upload
Missing: Multiplayer/MapDL_UploadFinished
Missing: Multiplayer/Disconnect_Not_In_Save
Missing: Multiplayer/MapDL_DownloadRequest
Missing: Multiplayer/MapDL_Download
Missing: Multiplayer/MapDL_DownloadRequestInvalid
Missing: Multiplayer/MapDL_DownloadInvalid
Missing: Multiplayer/Reconnect
Missing: Multiplayer/Connection_Terminated
Missing: Multiplayer/Reconnect_Forbidden
Missing: Multiplayer/MapDL_Percent
Missing: Multiplayer/MapDL_Cancel
Missing: Multiplayer/MapDL_Finished
Missing: Multiplayer/Save_Only_Host
Missing: Button/Units
Missing: Button/Disadvantages
Missing: Button/Score
Missing: Button/Reports
Missing: Button/Included
Missing: Button/Air_Units
Missing: Button/Ground_Units
Missing: Button/Sea_Units
Missing: Button/Stationary_Units
Missing: Button/Limited_To
Missing: Button/Produce_Units
Missing: Button/Fight_Units
Missing: Button/Damaged_Units
Missing: Button/Stealth_Units
Missing: Comp/SuddenDeath
Missing: Context/Manual
Missing: Comp/Average
Missing: Comp/Expert
Missing: Comp/Elite

Looks like we need a new maintainer on this one too :(

maxr svn defect critical miko 06/25/2012
#648 Construction dialogs crash on OSX core new

Every 20-30 minutes or so, this happens: I try to open a Build dialog (from a Light/Heavy/Air? Vehicle Plant or a Shipyard), but the dialog opens with no background graphic and its contents moved down and to the right (moving the Close button out of view so the game has to be force closed and restarted).

I am using OS X 10.6.8 and MAXR 0.2.8. The other players (including the host) are running the same version, but on Windows.

maxr 0.2.8 defect critical Toranaga 11/21/2012
#649 enemy want select my maa ⇒ his client crashed core new

clients: maxr svn 3016 CR (both) server: (dedicated) maxr svn 3016

player: stellar and nonsinn

additionally: we are not sure if this only happens after I upgraded my maa to two shoot with high range or not…

stellar can reproduce this… anytime :/

attached: some logs of server, from my client, and a save… if Stellars log needed too, so plz ask him in irc (asap).

maxr svn defect critical somebody 09/05/2012
#726 Automove after loading a game core new

If you saved a game during a turn and reload it, all units with move-order start moving.

For sure they should know old move-orders but they shouldn't start moving - so you can change the destination the are moving to.

(Considering that Stellar and I have realized this in many games I set Severity to 'confirmed')

IIRC this is a very old behavior ⇒ Version set to maxr 0.2.8…

maxr 0.2.8 enhancement critical somebody 03/19/2014
#769 factory build bugs during it is disabled (1) core new

If you have 'n' turn left to build, and the factory is disabled for 1 turn, you need next turn 'n-1' turn to finish the build process ⇒ you'll get your unit as the factory isn't disabled (It also need the material to build).

maxr svn defect critical somebody 07/29/2013
#793 performance trouble with SVN 3352 (2) core new

Sure I know there is this _HAS_ITERATOR_DEBUGGING=0 to avoid some trouble with performance…

BUT: While I have here an test-environment I haven't used it until now (for bit 'deeper' debugging) but after I had an 1,9GB stdout.txt and want verify #768, I added this to my setting, and wholla SVN3352 works again… but maybe there is a real big problem anywhere in the code…??

During the game-load it seems to work fin, but short after I am in game the trouble begin.
While this setting isn't added, I have tons of "(ww): server: mine distribution […] not max" and (un-)freez entries. And if I close the client (still without this setting), the host displays some sec. this (un-)freez stuff before he realized that the client is gone.

As mention… normally this is no big deal for my multi-cores here…

maxr svn defect critical somebody 07/19/2013
#139 Path-Suggestion with Shot-Marker core new

Would be nice if there would be an Option to see the suggested/calculated path-arrows, BEFORE moving. And then that single arrow, which is just before loosing a shot, beeing red. Similar to the blue arrows so we can see how many turns are needed to move.

So it is possible to find out faster how many moves can be done, without loosing a shot. If there are more than one shots, there could be more red arrows, so it´s more easy to count.

This would be an realy enhancement, cause I always have to count and remember the amount of moves possible, before lossing the possibility to shoot.

Example: Tank has 2 shots, can move 10 spaces. looses first shot after 5 spaces, so space number 4 is marked as an red arrow.

maxr svn not original major Sandman 07/19/2013
#426 Unable to make turn in turn-based mode (units won't move etc.) core new

2-player game, hosted on Win7x64 machine, with XP machine client.

Started in simultaneous mode, played about ~140-150 turns, then we decided to switch to turn-based.

After editing the saveXXX.xml we played about 10 turns in TB mode without problems. Then my opponent reported that he was unable to do his next turn, the title "Please wait while PlayerX finishes his turn" remained on his screen, while I was able to do my own turns, so basically i was playing alone - doing my turn, pressing 'End turn' and beginning next turn right away, skipping the remote player's turn.

Although he said that menu was accessible and game wasn't frozen.

maxr 0.2.6 defect major somebody 04/22/2010
#474 mouse button release events are lost core assigned

There are situations, where release events of mouse buttons are lost. For example: 1) Press the right mouse button over the map (for scrolling) 2) Move the mouse to the left side over the hud 3) Release the mouse button 4) Move the mouse back over the map. The games is in scroll mode.

maxr 0.2.7 defect major alzi 05/21/2014
#478 P-Button does not work after loading a game core assigned

after loading a game, every player has a red x in front of it, instead of the current state.

maxr svn defect major alzi 05/21/2014
#489 MAXR-Macintosh berücksichtigt wohl nicht die Spracheinstellung core new

MAXR hat zumindest auf dem Mac keine sichtbare Möglichkeit zur Einstellung zur Sprachversion. Die komplette Oberfläche erscheint in Englisch.

In der Sprachenliste der Landeseinstellungen des OS erscheint Deutsch, gefolgt von Englisch und anderen, an erster Stelle.

Bei Starten der "MAXR.app" wird "Sprachpaket laden" mit "OK" bestätigt.

Verwendet wird SVN #2859.

maxr svn defect major somebody 03/25/2014
#517 Aircraft movement core new

In the original M.A.X, if you had an aircraft selected and you clicked on a building then it would select that building.

In M.A.X.R, if you do this then it will move the aircraft over the building instead.

I do actually prefer how it is within M.A.X.R, however it does lead to some mess-ups when I forget to de-select the aircraft before clicking on a building.

An enhancement that I would most love is that if using a non-combat aircraft, such as an air-transport, when clicking on an enemy building while having that unit selected would bring up the building context menu without moving the unit. Or having this as an option if you wish to be pure M.A.X-like. I can't say how many times I've wanted to cry when losing my stuff by forgetting to de-select when wanting to check ranges! :p

PS: First time ever writing a ticket, I hope I've done this correctly!

maxr 0.2.7 not original major eiko 01/03/2013
#521 Schussfunktionen weiter verbessern core new

Nachdem Reaction-fire ja nun implementiert ist, gibt es im Hinblick der Schlachten noch ein paar Sachen die verbessert werden könnten.

In einer Schlacht mit sal haben wir z.B. gemerkt dass die Funktion fehlt, einer Unit den Angriffsbefehl innerhalb der Reichweite zu geben wenn sie keine Schuss mehr hat. Im Original MAX wird dieser beim nächsten Rundenstart automatisch ausgeführt. Seine Assault-Guns haben z.B. automatisch meine Luftabwehr automatisch angegriffen, obwohl er das nicht wollte. Habs grad nochmal im Original getestet: Einheiten schießen niemals einfach so. Sie reagieren nur. Bei "Sentry" auf Bewegung und Schüsse. Bei "Awaiting" auf Schüsse und Bedrohung. (Wie Toranga hier schon erwähnte: http://www.maxr.org/showtopic.php?id=425&q=reaction+fire&page=4 ) Den Unterschied gibt es aber nur im "Simultan" Modus.

Beispiel: Wenn ein Panzer per Air Transport in die Reichweite eines Gun Turrets gebracht wird schießt dieser nicht. Der kann da Rundenlang rumstehen wenn kein anderer Befehl gegeben wird.

Was noch unklar ist: Reagiert eine Einheit auf Bedrohung/Schüsse? wenn ihr Status "Moving" ist aber noch Schüsse übrig hat? Das kann ja durchaus im Simultanen Spiel passieren.

Ich hoffe ich hab alles verständlich erklärt.

maxr svn defect major somebody 02/18/2012
#532 Bewegungsbug core new

Moin, es gibt ein Bewegungsbug, und zwar wenn viele Einheiten z.b. das selbe Zielfeld haben. Habe im Solo viele Scouts gebaut und dann alle einzeln das selbe Feld ansteuern lassen, 2-3 Rundenende. Dann gibt es immer 2-3 Stück, die sich dann nicht mehr Bewegen und sogar nicht mehr Steuern lassen. Die Einheit hat dann volle Bewegungspunkte, es steht bei der Einheit "in Bewegung" aber sie Bewegt sich nicht mehr, egal wieviel Runden beendet werden oder ob man den "weg" freimacht. Auch die Commandos wie Stop funktionieren nicht, es ist eine Interaktion möglich. Wenn man allerdings speichert und neu lädt, läßt sich die Einheit wieder normal steuern. Resync, gute Frage, da resync bei mir immer zum Absturz führt. Der Fehler ist beliebig oft wiederholbar. Der Fehler tritt im Solo wie im Multiplayer auf. Es soll wohl schon eine Englische Beschreibung irgendwo von diesem Fehler geben, gemäß Sal (danke), aber mein Englisch ist nicht gut, also sorry für das extra Ticket ;) Gruß RonCon?

maxr 0.2.7 defect major eiko 01/03/2013
#535 Can't repair unit when its under attack with several shots from one sentry unit core new

To repair a unit while its under attack its blocked if the attacking unit has several shots. But in the original MAX you can repair a unit, pretty much anytime. Blocks my " put a tank in enemy territory, but repair unit is still safe"- sneaky ass cheap tactic =D

maxr svn not original major eiko 03/24/2014
#559 lag after turn end core new

after processing the turnend, the server requests the additional save info for the autosave. For each response of the clients the save file is opened and passed again. This causes several seconds of lag, because of the very poor performance of tiny xml.

The autosave handling should be improved, to avoid this lag at turn end.

maxr svn task major somebody 04/06/2012
#561 Request : able to see which turn the game was saved core new

It would be nice to see which turn the game was saved, when loading the game and also in the lobby for everyone once loaded.

maxr 0.2.7 defect major somebody 04/08/2012
#579 Mat. vor Baubeginn aus vehicle transferieren ⇒ Bau mit 0 Mat. core new

Hello,

Durch Zufall fand ich heute einen Bug. Mein Rechner ist so langsam, dass es wohl nur bei mir geht. Also: Ich wähle einen Pio aus und baue etwas. Während er sich dann langsam nach Norden dreht, um mit der Arbeit zu beginnen, bin ich in der Lage die Ress an einen Anderen zu transferieren. Der Bau beginnt trotzdem, mit NULL Ressourcen an Bord. Mit dem nächsten Pio könnte man dies wiederholen. - format - der gerade die Beste Partie gegen Tutenchamun spielt, in 10 Jahren MAXFieber.

res svn defect major eiko 07/11/2013
#582 Darstellung der Reichweiten (ähnlich der 'FOG' Option) core new

Im Anhang mal als Entwurf, was ich mir darunter vorstelle.

Die Farben dann so transparent, wie bei der FOG-Option.

maxr svn enhancement major somebody 06/15/2012
#586 kartenvorschau (mutliplayer) core new

Da bei dem Multiplayer auch eigene Karten verwendet werden können (vorallem seit http://www.maxr.org/showtopic.php?id=681&q=map), wäre es gut, wenn nur Kartenvorschau übertragen wird, und erst bei Bestätigung die Map als solches. (Es gibt auch noch 'langsame' Internetverbindungen...)

SVN 2920

res svn enhancement major somebody 05/14/2012
#593 Radaranzeigebug Multiplayer net new

Wenn ein Spielstand geladen wird, kann es vorkommen, dass das Radar nicht 'richtig' funktioniert.

⇒ Der Scan funktioniert nicht, wenn jedoch eine (Militär)Einheit bewegt wird, wird dieser Scanbereich refreshed und zeigt alles an, was sich im Scan befindet.

Ich schreibe das mal auf SVN 2990, nicht sicher, ob es nicht schon mit 2920 kam [oder noch älter ist], da dies nur ab und an auftritt.

Zuletzt durch Tootoop, RonCon? und camillo bestätigt.

maxr svn defect major somebody 09/01/2012
#594 Fastplaying Bugs (1) net new

Am Ende des Spieles http://www.maxr.org/popup.php?action=showpost&id=7764 wurde die Rundenzeit so Knapp, dass einige Aktionen noch im Bereich des 'turnende' stattfanden. Dies resultierte wohl in einigen bugs… Bild im Anhang.

SVN 2990

res svn defect major somebody 06/14/2012
#599 fun-game bug: bomber vs. pio core new

In einem Spaß-Testspiel für den dedicated server, wurde ein Pio von cam, der von meinem Bomber zerstört wurde, noch dargestellt.

Client-log's im Anhang (zip)

SVN 2990

res svn defect major eiko 01/03/2013
#610 Missing nodes in lang_dut.xml data new

r3006 is missing the following text nodes

Running translation check for lang_dut.xml
Missing: Comp/AttackingEnemy
Missing: Comp/ReactionFireOff
Missing: Comp/Team_Insufficient
Missing: Comp/Producing_Err
Missing: Comp/Path_interrupted
Missing: Hud/Armor
Missing: Multiplayer/Frozen
Missing: Comp/Upgrades_Done
Missing: Comp/CapturedByEnemy
Missing: Comp/Screenshot_Done
Missing: Hud/Score
Missing: Comp/GameEndsAt
Missing: Comp/Point
Missing: Comp/NoLimit
Missing: Comp/EcoSphere
Missing: Comp/Points
Missing: Option/None
Missing: Title/Hangar
Missing: Title/Savegame
Missing: Multiplayer/Player_Name_Taken
Missing: Multiplayer/Player_Color_Taken
Missing: Multiplayer/Server_Not_Running
Missing: Title/Players
Missing: Multiplayer/MapDL_UploadFinished
Missing: Multiplayer/Connection_Terminated
Missing: Multiplayer/Reconnect_Forbidden
Missing: Multiplayer/MapDL_Finished
Missing: Comp/SuddenDeath
Missing: Context/Manual
maxr svn defect major spanjard 06/25/2012
#615 something is strage when receiving a message while clinet is in menu core assigned

to be checked in more detail after the game...

maxr 0.2.8 defect major alzi 05/21/2014
#616 frezze command doesn't stop the turn end count down core new

the displayed countdown on the clients is frezzed, but the server issues the turn end nevertheless, when the time is over.

maxr 0.2.8 defect major eiko 01/03/2013
#622 Aliens not implemented core new

I'm sure they won't be forgotten, but could not find any reference in the bug tracker yet. Just hoping to see it roadmapped to 0.2.9 ;)

maxr 0.2.8 defect major somebody 07/07/2012
#632 stretched landing map core new

attached, two pictures. As you can see, the not 4:3 resolution (just one as example) stretch the map, so you think the islands are bigger as they are.

0640×800 ⇒ islands in the corners looks like square (true)
1280×800 ⇒ islands in the corners looks like rectangle (false)

svn3012cr

maxr svn defect major somebody 07/22/2012
#650 turn-time reached zero but nothing happend core new

same game as yesterday #649

during the attack phase at least one of my fighters stopped working correct (tried to use the /mark command).

the turn won't stop after the turn-time reached zero.

attached all log's that's written meanwhile - maybe some other bugs are included too - don't know…

the last save and the last auto-save

maxr svn defect major eiko 01/03/2013
#655 some strange problems ¿with dedicated serve? core new

hi all, attached some log-files from a game vs. Stellar

dedicated server svn3016; clients svn3038;

quote from IRC:

[23:44:08] <nonsinn> some drama this evening with Stel and me with dedicated
 server...
[23:44:12] <@Eiko> namnd :)
[23:44:27] <@Eiko> hm
[23:45:56] <nonsinn> don't know but normally a server 3016 should work with
 clients on 3038 — right
[23:46:09] <nonsinn> last time we played it worked
[23:46:28] <nonsinn> today not… don't know what is the real problem…
[23:46:58] <nonsinn> started server, connected but Stel can only see map and
 nothing else habbend
[23:47:24] <@Eiko> hm, if it woked last time, I have no idea why it is not
 workin today
[23:47:47] <@Eiko> can you save the log of the server?
[23:48:04] <nonsinn> later this evening i send my save from server to Stel he
 added the file to his saveS directory and it works
[23:48:36] <nonsinn> i just feel a larger lag as playing with the dedicated
 server…
[23:50:54] <nonsinn> furthermore, first time as Stellar loaded my last save
 something won't work correct so he loaded an older save and it started, so we
 gave a second chance to the newer save and wolla it works too
maxr svn defect major somebody 10/17/2012
#661 turn end is executed although there are remaining movements pending core new

There is a situation, where the turn end is executed and the new turn is started, although the remaining movements are still running. As a result, the movement is resumed in the new turn, and the player effectively looses the movement points from the former turn.

This happens, when a vehicle meets an obstacle and needs to recalculate its path. When the next field for a move is blocked, the movejob is considered as stopped on the server. So turn end can be executed, before the client gets the chance to submit a new path and continue the movejob in the old turn.

maxr 0.2.8 defect major somebody 12/30/2012
#663 Turn-based mode, player-change is broken core new

When playing a "turn-based" session, the host has 2 consecutive turns.

If it is the client's turn, he is able to play as intended and ends his turn -> the host is who is moving. If then the host ends his turn, the client still has the message "wait for host ending turn" again, although the round counter increased by one. -> the host can act a second turn now. The action switches to the client not until ending that 2nd turn

regards

maxr 0.2.8 defect major somebody 04/04/2013
#669 no impact sounds core new

Not the explosion! When you shoot to other units, buildings, ground or water

Original hit sounds: -small: HITSMAL.wav -medium: HITMED.wav -large: HITLARGE.wav

maxr 0.2.8 not original major somebody 07/30/2013
#670 multiplayermenu ⇒ chat window core assigned

chat window with scroll-support would be nice…

maxr svn enhancement major alzi 05/21/2014
#671 commands for dedicated server 1 dedicated new

still missing some commands to control the game like:

  • resync X
  • disconnect

and maybe a feature to allow one client to use the host commands too.

enhancement major pagra 02/02/2013
#672 commands for dedicated server 2 (output) [de] dedicated new

aufgrund der schlechten Übersicht in dem kleinen Chatfenster (auch wenn #670 behoben wird noch interessant)

22:52:57] <nonsinn> btw man kann ja noch ein --server maps machen,
 um angezeigt zu bekommen, welche maps alles verfügbar sind… ähm 
 das sind viele maps und dazu eine ausgabe in diesem
 nicht-scrollrad-chat-fester o.•
[…]
[22:53:53] <nonsinn> ⇒ kann man die ausgabe in eine datei umleiten
 und herunterladen lassen in den $users ordner [und dann
 gegebenenfalls gleich noch anzeigen]?
[…]
[22:54:23] <@Eiko> die ausgabe steht so oder so im maxr.log
[22:54:43] <nonsinn> auf dem server oder bei dem client?
[22:54:50] <@Eiko> beim client

konnte die Ausgabe leider nicht finden :/ wenn ich während die Namen durchlaufen <alt>+<c> verwende, dann steht im log nur noch der Speicherpfad der Bilder

(DD): cVideo: Applying new video settings
(II): Connecting to maxr.org:58600
(II): Connected
(DD): Loading map "Mushroom.wrl"
(DD): SizeX: 60
(DD): SizeY: 60
(DD): Number of terrains: 96
(II): Screenshot saved to H:\Users\[…].bmp
(II): Screenshot saved to H:\Users\[…].bmp
(II): Screenshot saved to H:\Users\[…].bmp

(last-minute-idee) die ganzen preview Bilder der maps übertragen und in einem popup (oder sonst wie) darstellen und dann nur noch anklicken und fertig :)

enhancement major pagra 02/02/2013
#678 movement of groups (right click on mini-map) core new

while we can move groups of units, it's not possible to send groups of units do a destination via right click on the mini-map. Just the unit with the special marker around starts to move to the destination.

maxr svn defect major somebody 02/09/2013
#681 enemy units not visible after game load core new

After loading a game, enemy units are not visible. Tested on dedicated server. This 100% is reproducible.

A manual resync fixed the problem

maxr 0.2.8 defect major somebody 02/11/2013
#689 LAN - turn ending in turn-based mode core new

Apologies if this isn't detailed enough or the right place to enter it - my first time attempting this!

I was playing MAXR on a LAN between two computers running Windows 7. The game was set up to play turn-based. On pressing Return to end the turn, my units would carry out their unused movement and I would then press Return again to end the turn.

The issue that arose was that this process was very sporadic, in that it worked sometimes (more so earlier in the game) but later started skipping my opponent's turn, often repeatedly.

This made the game rather frustrating and we gave up in the end. I have not tried reproducing it.

maxr 0.2.8 defect major somebody 04/06/2013
#749 Infiltrators are visible for enemy during the turn you unloaded it from APC core new

IIRC (I can't test original behavior): your infiltrator shouldn't be visible for the enemy as long as he had detected it with another infiltrator or infantry.

Could be an older problem - last time I wasn't sure why my infiltrator was gone but this time we tested it.

maxr svn defect major somebody 07/16/2013
#754 line-collapse in Choose Clan if <Clans> empty or not used in translation core new

Image attached - could be an older problem but I just detected it…

maxr svn defect major somebody 06/27/2013
#756 'Choose Clan'-menu needs maybe a little redesign core new

image attached…

since the page is translated and Eiko said he additional dislike the 'misappropriation' of the text-line, a redesign would maybe good…

maxr 0.2.8 enhancement major somebody 06/27/2013
#757 Infiltrator not dedected by an activated Human from transportunit core new

Sure we try a mod (v3a1) but this shouldn't be happened at all (and shouldn't influence maxR).

So we tested this. I moved around with my Infiltrator - one step out of scan and back in - and he was detected correct.
⇒ scan-refresh of Infantry seems not working correct. Attached the logs.

maxr svn defect major somebody 07/16/2013
#764 base-auto-reload works not correct (reload for free) core new

After turn start the new material should be calculated and afterwards the material for repair/reload should be subtracted.

Attached an image of current behavior. It seems that the 'Total' calculation is wrong, while 'Cargo' indicates the right value. Unfortunate this mining station is storing 25 instead of 24 material.

⇒ Repair and Reammo for free !

maxr svn defect major somebody 08/01/2013
#768 lag problems in rev 3236 net new

Ever since rev 3080 one player ping keeps going up to 200, the game goes very slow and when the ping of that player is at 200 no one can move anything anymore 'till it goes down. Constantly getting messages in the middle of the screen like "waiting for network response from server" or something like that. Unplayable :(

After saving we continue the game with rev 3043 and the game runs flawlessly.

We tried rev 3080, 3083, 3155 and 3236, all the same problem. The info screen in right upper corner wasn't on by default in version 3043, but is on in all the versions we have this problem with, maybee it's related?

It seems to be allways the same player who has the lag problems. The lagging was a bit less, it seems, when that player didn't use skype to chat with us...

I've got the netlog attached, don't know if you need maxr.log, that was overwritten when we continued the game with rev3043. If needed we can start a new game and i'll post it, as well as providing the exact messages that come up on the middle of the screen.

res svn defect major somebody 07/19/2013
#770 factory build bugs during it is disabled (2) core new

If you build anything in a factory, and she is disabled for more than 1 turn, the factory won't return to work after the disable time is over.

maxr svn defect major somebody 07/29/2013
#773 Stolen enemy ⇒ 'enemy stolen…' instead of 'enemy detected' core new

After you have stolen an enemy unit and move out of his scan and back in, the enemy get the msg ~CapturedByEnemy instead of ~Detected

maxr svn defect major somebody 07/11/2013
#774 factory finished-msg (in the image box left-top) not displayed core new

Iirc in the  buildings.cpp svn3316 L141 is something mashed up with the if(IsWorking), because finished seems not to be the same as IsWorking

Furthermore, I think this bug is very old… just realized it because of #144

(but I don't know how to fix it {atm})

maxr 0.2.8 defect major somebody 07/13/2013
#780 Infiltrator rank - display for enemy core new

Should the Infiltrator rank be displayed for the enemy (original) or not (last maxR behavior)?

I think the original behavior is just another bug… ;)

maxr svn defect major nonsinn 07/13/2013
#792 performance trouble with SVN 3352 (1) core new

While I tried to verify #768 I realized some slowdown…

loaded an old save game and moved some air-plains

  • 0.2.8 ⇒ they move very fast
  • SVN 3236 ⇒ seems to be 'slower' but I think it's because they wait a sec. before they start moving (for this 'there is a free square to move' function)
  • SVN 3352
    • ⇒ visible slower as 0.2.8 - my gut feeling is, that they move with 2/3 of the seed of 0.2.8
maxr svn defect major somebody 07/19/2013
#798 maxr.org-SVN-build isn't working website new

As you can see on the  SVN-download-page, the last build is very old.

maxr svn defect major eiko 03/25/2014
#806 some parts of the attack job missing core new

While I searched for the original label which are missing for #804, I realized, that some 'steps' during the attack part are missing.

Originally:

  1. Select unit and klick to attack enemy
  2. (if needed) move and/or rotate the unit/part of the unit
  3. 'firing' = calculate after fire move-point, ammo and shot + update the unit info (below the unit image)
    Furthermore this seems the only part during the attack-job in which a unit-lock is set.
  4. release the bullet
  5. change from firing to attacking (with a little delay) + free unit from lock
  6. some moments before the bullet hit the target, the unit knows this and changed the string if needed (more via image)
  7. if enemy can react, he has the change to do so

Additionally I realized that in original game the units never shot all to the same time — the are attacking in sequence (which also include a player rotation). AND it is possible to move away a unit during this part.

(I'll add the image(s) asap)

maxr 0.2.8 not original major eiko 04/03/2014
#817 players in network games have not units / buldings net new

German: Wenn man ein Netzwerkspiel startet ist es möglich das ein Spieler keine Einheiten und keine Gebäude hat. Je mehr Spieler mitspielen desto höher scheint die Chance (bei 4 Spielern haben wir 5 Anläufe gebraucht bis alle Spieler Einheiten/Gebäude? hatten) Vermutung: Wenn der Host als erster eine Startzone auswählt, könnte dies das Problem auslösen.

English: if u start a network game it could be that one player dont have any units / buildings. the more player a game have, the more is the chance of getting this problem. with 4 player we need 5 starts to have a players units and buildings. perhaps there is a chance that the host trigger this bug if he choose a start zone first, but this is unconfirmed

Tested with SVN 3236

maxr svn defect major somebody 10/16/2013
#837 save window-position for windowed mode core new

(summary says all)

maxr svn enhancement major somebody 03/05/2014
#851 Fighter spawn within hostile ground attacker range = 1 shot fired core new

svn 3567 Me and cira playing. My ground attacker over his air plant, he make fighter under my GA's range and GA reaction attacks it with 1 shot. fighter is left in perpetual state of "being attacked".

problem is GA cant attack fighter's but still does from reaction fire.

res svn defect major somebody 04/02/2014
#852 resinstaller as svn download missing core assigned

(after short discussion with beko:)

Besides the maxR-svn build users can get from maxr.org they also should be able to download the current svn-resinstaller

E.g. are some bugs fixed in it but it's only shipped with eiko.zip, whereas other users can't use the latest version with all bug-fixes

Furthermore there is as Version res svn available…

res svn enhancement major beko 03/27/2014
#855 Mines auto-fire even when put in manual firing mode core new

Mines fire even when put in manual firing mode

maxr 0.2.8 defect major somebody 04/01/2014
#858 host crash core new

While i tried to check something with the fix of Eiko, I used an host and client on the same PC, jumped some turns and changed from the host to the client maxr-client.

I have no idea why it happens but the call-stack saw to be kinda new for me… so long… so I added this ticket…

Attached, the call-stack img, a dmp and the auto-save — no logs available, it seems the client exe overrides the host in this case :(

maxr svn defect major somebody 04/03/2014
#860 disabled aircraft on landing pad can take off core new

If you disable an enemy aircraft on a landing pad, the air unit still can take off (not moving) but afterwards you can't steal it because it's "in the air" now

maxr svn defect major somebody 04/03/2014
#861 resinstaller 'cout'-text should have translations too core assigned

For non-English speaking ppl the output should be translated (as it is in maxR)

res svn enhancement major ObeY 04/05/2014
#52 Implement spectator mode core new

A player in spectator mode doesn't have to choose a starting location, doesn't have any units or buildings, doesn't need to end turns and has always the whole map revealed.

maxr svn enhancement minor somebody 09/30/2012
#156 Original "Get in / Hinein" Button missing core new

It´s possible to load troops FROM the transporter. But it was possible to ENTER a Transporter FROM the Troop, too.

There was a Button "Hinein" in German...I guess the englisch one was "get in".

Saves time in some situations, so you don´t have to deselect your selected unit an can jump in a nearby transporter.

maxr svn not original minor Sandman 06/10/2013
#423 dark area on screen after changing the resolution - dunkle Fläche nach Änderung der Bildschirmauflösung im Spiel core assigned

Wenn man die Bildschirmauflösung im Spiel ändert und das Spiel nicht neu startet, dann erscheint bei jeder Bauanweisung mit Konstrukteur/Pionierfahrzeug? eine schwarze Fläche, die der ursprünglichen Bildschirmauflösung entspricht. Nicht nur mit Konstrukteur oder Pionierfahrzeug durchführbar, sondern allgemein wenn man auch auf Gebäude und dann auf Info klickt.

Fehler folgendermaßen nachproduzierbar:

1. starte maxr, ändere unter Einstellung die Auflösung auf 800:600 und beende maxr 2. starte maxr, starte eine neues Spiel multi/singleplayer, ändere unter Präferenzen die Bildschirmauflösung des Spiels auf 1440:900 3. Klicke auf Konstrukteur und dann auf bauen

mfg

Sun

maxr svn defect minor alzi 05/21/2014
#461 Trapped Constructors/Engineers core new

Both in the original and in maxr it is possible to trap your constructors/Engineers behind buildings.

see www.ikkeno.dk/max.png

I would it to be possible to pick up this unit with an Air Transport.

maxr 0.2.6 enhancement minor somebody 11/29/2011
#470 Players can't connect succesfully when host is in submenu init assigned

When players try to connect to the gamelobby while the host is in one of the submenu's (choose planet, options or choose game), the player does enter the gamelobby but his name is not added to the lobby.

maxr 0.2.7 defect minor alzi 05/21/2014
#483 "Random"-Buttons for Map and Clan core new

The Original had a function to randomly pick your Map or Clan. If there is such a function it would be nice to see which clan is chosen before the Upgrade-Menue. (thats different in the original I think - You have to check the units in the Upgrade-Menue to know what clan you have )

maxr svn defect minor somebody 01/24/2012
#496 Dedicated no longer accepts --server messages, connected players not shown in player list dedicated new

Noticed on r2867 and dedicated. This needs further testing but I'm sure I can reproduce this. I'm going to do so the next days. This is just as reminder for me and not a full bug report.

From memory:

-Connect to dedicated as first player P1 and gets slot 1 -Use Server Command "--server help" -Connect a second player P2

P2 is not shown in chatlist to P1 but assigned to slot 2 (server log tells so).

P2 sees P1 in his chatlist. (unconfirmed)

P2 disconnects manually.

P2 reconnects and gets slot 3.

P2 ghost on slot 2 is dropped from the active connections.

Server commands "--server help" do not work any more at this point and are printed to the channel.

My guess: --server confuses something really bad in the net messages

maxr svn defect minor Toranaga 01/27/2012
#548 Crash beim Speichern am Anfang des Zuges core new

Eine Partie im 145 Zug mit viel los, wollten wir gleich nach ENDE speichern. Während dessen stürzt das Spiel ab. Kann es sein, das autosave bei maxr am anfang und nicht am ende, wie bei max stattfindet und wir während des autosaves durch manuelles speichern eine Kollision ausgelöst haben?

Es ist aber richtig ! und gut! autosave am Anfang auszuführen.

maxr 0.2.7 defect minor somebody 03/23/2012
#549 Transporter (APC) core new

Ein Transporter ausserhalb der feindlichen Radarweite ins Wasser gelassen, wird trotzdem erst im nächsten Zug unsichtbar! und nicht wie bei max104 sofort.

maxr 0.2.7 defect minor somebody 07/14/2013
#560 implement smarter zooming function core new

Our zoom function simply skips pixels, to scale down the surfaces. It would look much better, if we use some kind of interpolating scaling algorithm.

maxr 0.2.7 task minor somebody 04/08/2012
#565 Different colors for different messages core new

MAX had different colors for different messages. common status updates where used in dark grey. White was for enemies in radar range. Red was used too but I am not sure when ... I have to check deeper.

It would be nice to have the messages in different colors to be more aware of the situation just by colors in the upper left corner

maxr svn not original minor somebody 04/10/2012
#567 Spiel kann weitergeführt werden, obwohl ein zusätzlicher ( nicht im save ) Spielr in der lobby ist net new

Ist man in der Lobby und man will ein Spiel fortsetzen, geht das auch wenn ein Spieler ZUVIEL vorhanden ist, der da eigentlich auch nichts verloren hat =D

nach dem Start des Spiels wurde der Spieler getrennt =D Ich denke wenn es eine Abfrage bezüglich zu weniger Spieler gibt, sollte es auch eine geben, die abfragt ob es nicht zu viel sind.

Mit einem Spectator Mode und z.B., einem gelben rdy Button für den Spectator, wäre das natürlich einen andere Geschichte ;D

maxr svn defect minor somebody 04/14/2012
#578 pressing "s" for sentry does not work right with multiple units on same spot core new

When you have multiple planes selected and press 's' to put them all on sentry, if there are multiple units on the same spot, only the upper units are set on sentry.

Very annoying in the heat of battle ;)

maxr 0.2.7 defect minor somebody 04/27/2012
#580 Improvment Idee "C" Key for connector core new

I think, once a pio is selected, pressing the key "c" should build a connector. That would really save lots of time. format

maxr 0.2.7 enhancement minor somebody 04/29/2012
#591 Saving games crashes when scrolling down too fast! core new

Great WORK! Love maxr.

When selecting a saving spot and doing it too quickly, scolling down into higher saving spots, let the game crash. You have to do it slowly - then it works.

(Hard to find saved games for backup)

maxr 0.2.7 defect minor somebody 06/14/2012
#598 log ↦ reports line-collapse core new

small visual bug…

SVN 2920

res svn defect minor somebody 06/14/2012
#608 Missing nodes in lang_rus.xml data new

r3006 is missing the following text nodes[1]:

Running translation check for lang_rus.xml
Missing: Title/Hangar
Missing: Multiplayer/Player_Name_Taken
Missing: Multiplayer/Player_Color_Taken

[1] these nodes are missing in the masterfile too so it's perfectly understandable that they are missing - not blaming the translator here ;)

maxr 0.2.7 defect minor Jazz[RUS] 06/25/2012
#611 Missing nodes in lang_hun.xml data new

r3006 is missing the following text nodes

Running translation check for lang_hun.xml
Missing: Comp/AttackingEnemy
Missing: Comp/ReactionFireOff
Missing: Comp/Path_interrupted
Missing: Comp/CapturedByEnemy
Missing: Title/Hangar
Missing: Multiplayer/Player_Name_Taken
Missing: Multiplayer/Player_Color_Taken
Missing: Multiplayer/MapDL_UploadFinished
Missing: Multiplayer/MapDL_Finished
Missing: Context/Manual

...it's also missing a new maintainer since mague left :(

maxr svn defect minor somebody 06/25/2012
#614 submarine color in build menu broken core new

the submarine in buildmenu is pink

maxr 0.2.8 defect minor eiko 07/30/2012
#620 prices in gold refinery core assigned

example attached

svn3010cr

maxr svn defect minor alzi 05/21/2014
#621 some other labels in gold refinery (not original) core assigned

attached image…

maxr svn not original minor alzi 05/21/2014
#624 Apc core new

hi, just al ot of bugs here.

A. An APC got out of the water and into it again, and although being in radar range of the enemy got invisible again!

B. APc can not once detected being shot at from any other unit other than bombers and corvettes. Should normally be dealt with lioke any other landunit visible on land.

C. On infantry loaded off is immediately fired at. 104 should they be able to get the first shot.

D. APCs in unittransportership can be loaded off invisible depite being in enemy radar range. Not sure though, if that is correct or not.

maxr svn defect minor somebody 06/10/2013
#638 Flotsam core new

If you destroy something on water, there should be something like flotsam as a logically step to the rubble on the land…

Additionally this would give another good reason to build cargo ships.

enhancement minor somebody 07/31/2012
#643 Client CPU load too high after connection to server gets lost core assigned

when running maxr as multiplayer client and the connection to the server gets lost, maxr starts to use 100% CPU on 2 cores.

maxr 0.2.8 defect minor alzi 05/21/2014
#644 log menu core new

Lots of buildings are hard to control. What unit did I switch off, to save fuel, or energy etc, is all running?, where is unit x etc.

"Log" menu - place to go, BUT buildings can not be shown with the same unittyp after another and the selection is not being saved.

res svn not original minor somebody 06/06/2013
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