Aces High Bulletin Board

General Forums => Open Beta Test => Topic started by: Skuzzy on June 03, 2016, 02:43:34 PM

Title: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: Skuzzy on June 03, 2016, 02:43:34 PM
New version up (http://bbs.hitechcreations.com/smf/index.php/topic,379628.0.html)!

Please use this thread to post errors/issues with the Patch 23 DX9 version of the Aces High III Beta.  Thank you.
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: 715 on June 03, 2016, 03:25:39 PM
Canopy glass casts a dark shadow (at least in the Spit IX).
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: Easyscor on June 03, 2016, 03:34:51 PM
LVTs (at least the LVT2 vs the M3) are the only GVs able to cross over bridges spanning waterways.
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: bustr on June 03, 2016, 03:43:14 PM
Forgot to report this Thursday night, have the dredded summer cold and my head is pounding....

Myself and another player were trying to take a town from a CV on CraterMA. The player got his LVT up onto land after sitting at the waters edge for 5 minutes while the LVT millimeter-ed itself onto land. He drove to the town and up into the trees between two of the barrier hills that ring the town. While sitting under the trees he released his troops. He reported to me that his troops were getting stuck when they touched the trees.

Did that mean he released them too far out or, do troops have the same problem with trees holding them on CraterMA that GVs recently had?
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: NatCigg on June 03, 2016, 09:13:58 PM
I have a pink square around my cursor.  This is the same as last patch. I auto downloaded both patches without a error tmk.  I will try the previous fix posted in the previous patch thread if needed.
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: 715 on June 03, 2016, 11:04:41 PM
Don't know if this is useful at all, but I checked all fighters.  All but the following have incorrect canopy shadows like my previous post:

Bf110 (both), C202, F4F-4, FM2, Ki61, Spit V, and Tempest (which doesn't appear to have any canopy glass at all).
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: Pudgie on June 03, 2016, 11:15:50 PM
Ran Updater Beta Patch 22 to 23 w\o a hitch.

Opened Beta 23 Dx9 version using Crimson 16.4.1 drivers w\o issue in Greebo CraterMA and FPS is still as good vs Beta 21\22 Dx9 version (same 71 FPS on the runway\79-80 FPS flying w\ same smoothness as well).

Windows 7 HP set up to scale display 150% @ 2560 x 1440 res (the icons and text at 2560 x 1440 on my monitor is just too small for me to see at default scaling @ 100%).

Wiped Crimson 16.4.1 drivers and loaded latest Crimson 16.5.3 drivers and set all up identical as I had in Crimson 16.4.1 drivers.

Opened Beta 23 Dx9 version using Crimson 16.5.3 drivers and got the same mouse issue at the initial screen that I had reported having in Beta 22 Dx9, even though I had set up the game profile w\ the display scaling setting turned off. Fixed this by now checking the box in Compatibility tab under Properties of Beta Dx9 shortcut (just as I had to do for Beta 23 Dx11 version) "disables display scaling when high DPI settings are present" (when game starts the display scaling as set in Windows is reset to default and is then reset back to 150% when game is shut down and exited).

Tried Beta 23 Dx9 version again using Crimson 16.5.3 drivers now w\o issue and the FPS result is exactly the same as mentioned above when using Crimson 16.4.1 drivers.

Beta 23 Dx9 version is looking good so far.

 :salute


Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: ONTOS on June 04, 2016, 05:37:00 PM
Same as NatCigg, pink square around curser. Plus when I drag curser to the clip board, the curser disappears before it get's to the online or offline.
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: BBP on June 04, 2016, 09:14:48 PM
I'm having trouble in every plane I flew tonight. About ten of them. Every time I make a sharp turn (But normal) my controls lock up usually ending in a crash. Also my piper would take a lot of time in the turns to point at my target. I would have my nose pointed on the enemy and would need to wait a second or two, maybe more for the piper to catch up. I also have about a third of the trees and grass looking like a kaleidoscope. If a plane got between me and the bright lights I couldn't see the enemy. Other wise I love the game. Can't wai8t till its ready! I can't get the kaleidoscope effect to turn off.
Kimosabe
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: Chilli on June 05, 2016, 12:28:31 AM
Kimosabe,

From what you described, it sounds like you are running out of video memory or something on the performance end.  Also, it sounds to me that you have not properly tried to scale down your settings to improve performance, beginning with setting the environment map slider to none.

Try these settings for comparison (as recommended by staff a number of patches ago):


Fly around for about 10 minutes and report if anomalies still exist.  The controller lockup was a persistent problem that I have not experienced in the last 2 or 3 patches, but was very prevalent before that, and as you described it occurred with heavy handed maneuvers. 

The piper you described, sounds to me like the auto target mode unless you are flying with a mouse.   :headscratch:  If it is mouse control that is giving you problems, I had this worked out by changing the mouse sensitivity (but it has been a long time to be accurate in my description on how.... try playing with lowering sensitivity and/ or raising sensitivity until you feel the control is most fluid and less jerky).
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: BBP on June 05, 2016, 10:02:12 AM
I'' try your suggestions and see what happens. I bought a evga 980 so i wouldn't have to cut back on eye candy. Anyway let me go try your suggestions.
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: Chilli on June 05, 2016, 10:17:50 AM
Are you using a mouse?  Also, unless you are win xp or earlier, I would suggest that you run the DX11 version.  In order to do that, go to the AH Beta folder and find the DX11 executable (there I created a shortcut and dragged onto my desktop) and launch DX11.  The last two patches have been aimed at this (should also boost performance).


(http://bbs.hitechcreations.com/smf/index.php?action=dlattach;topic=379629.0;attach=24694)
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: BBP on June 05, 2016, 10:43:18 AM
I tried all the above and nothing helped. I would like to remove the game and start with a new install. how do I do that? I'm using a stick. No mouse.
Kimosabe Also 21 version
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: Chilli on June 05, 2016, 10:49:38 AM
The Sticky post for Patch 23 has the full download link.

Before you do that.  Are you using AMD graphics card?  Doh!  I just read your post again and see 980 nvidia.  Also just read that you are 2 patches behind.   So, you could download the full link http://dlrobin.hitechcreations.com/AHBETA023.EXE (http://dlrobin.hitechcreations.com/AHBETA023.EXE) and just install over the current directory or download patch 22 http://downloads.hitechcreations.com/AHBT021TO022.EXE (http://downloads.hitechcreations.com/AHBT021TO022.EXE) from that link, install over current directory and then allow the auto download from the game.
  :O

I ask because I know that you need to manually allow the game to override antialias and vsync commands of the Nvidia cards using their control panel. [edit]  Check to see if all of your settings are allowing the application to control settings.

So, even if you do a fresh install of the game or the gpu drivers, these settings will still be present.  There are definite performance boosts from allowing AH3 control.
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: BBP on June 05, 2016, 11:04:43 AM
can you post the correct link. i see so many link and patches , its getting confusing. can you post the correct one here? Kimo
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: Chilli on June 05, 2016, 11:06:56 AM
Done.  See edited response below.   

Let me know what your nvidia control panel settings are also.   Good luck bro.... 980 is a super card.
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: BBP on June 05, 2016, 12:08:03 PM
I reinstallewd the entire game...that seemed to do the trick!
Thanks
Kimo
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: Bizman on June 05, 2016, 12:57:27 PM
No issues downloading and installing.

Took a walk at V105 by jumping off the Fieseler in the hangar.

Some buildings have partially walk-through walls, sometimes it's hard to get out. See image "inside". All buildings seem to have a gap between the plinth and the wall. The sun shines through it, visible on the shadow side of buildings.

(http://bbs.hitechcreations.com/smf/index.php?action=dlattach;topic=379629.0;attach=24698)

Trying to enter the maproom ((?) the soil covered bunker with an open door in a concrete facade) resulted in my view being outside while the rest of me was inside. Finally couldn't get out. See image.

 (http://bbs.hitechcreations.com/smf/index.php?action=dlattach;topic=379629.0;attach=24700)

There's a constant stepping noise when the pilot is standing still. Tap-dancing? Also, when running there is no step sound at all if the red dot is below the center of the screen. In the transition area just below the center the footsteps are out of synch. Also, when running with the gun pointing below mid-screen the wind sounds like there's a storm. The wind sound isn't overwhelming when the running steps are audible.
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: Condor on June 06, 2016, 05:38:37 PM
used auto-installer to download install 22 and 23 (Been on vacation). Went well and was able to enter crater arena. I see I can now commit suicide by driving a tank into the ocean. Tried land mode in 8" guns on cruiser and noticed that target slowly moves across map until it disappears. Don't know it that's intentional but I don't see it in AH2. Also noticed that the -0 Dist and 0 yds to the right of "Land Mode" tremble" range and bearings do not. Still no reload sounds in shore bats or 8" guns but I'm guessing that's a low priority fix.
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: Easyscor on June 06, 2016, 11:35:34 PM
Skin Viewer and Blue Screen?

I had the Skin Viewer up and came here to post.
While I was typing, my system crashed to the blue screen. This rarely happens to me.

In case it's related to the Skin Viewer:

stop: 0x0000-0109 (0xA3A0-39D8-9CA2-154D, 0xB3B7-465E-EF1F-F173, 0xFFFF-F880-0169-66F1, 0x0000-0000-0000-0001)

*** ndis.sys - Address FFFF-F880-0169-66F1 base at FFFF-F880-0167-A000, Datestamp...


Some additional info: This knocked out my controllers, CH joystick, throttle and pedals.
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: bustr on June 07, 2016, 12:54:10 PM
Ndis.sys BSOD when working server support is the network card going bad. Or, corruption in a driver or part of the software supporting the card or, interference with that software from a conflict. But, I guess the only new software installed being the beta, the BSOD with ndis.sys must be the beta.

Has anyone ever tried to launch the beta in safe mode without network support enabled?
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: ONTOS on June 07, 2016, 01:15:48 PM
Still cannot open beta, Curser disappears before it moves to the clipboards off or online space.
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: hitech on June 07, 2016, 03:17:06 PM
Still cannot open beta, Curser disappears before it moves to the clipboards off or online space.

Press the ' key.

HiTech
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: Easyscor on June 07, 2016, 09:25:51 PM
Terrain Editor

When setting an object in the TE and assigning it as Fact$$$, it doesn't show an icon in the Map window even though it will show properly in-game.

Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: Brooke on June 08, 2016, 12:08:33 AM
you need to manually allow the game to override antialias and vsync commands of the Nvidia cards using their control panel.

My nVidia control panel has antialias set at application controlled by default.  For me to get antialias to work, do I need to change that?
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: Chilli on June 08, 2016, 03:54:54 AM
Beta Antialias is listed under Graphic Detail check box to enable (found on left side page).  As long as you have not disabled post lighting effects and that box is checked, you should be displaying the antialias that has been included with the game. 

According to your statement, application control is your setting in the NVCP.  You can test by unchecking and then checking the enable box in game and notice the difference in smoothness of diagonal and curved lines.

So, my answer to your specific question is no don't change that, and yes, your NVCP  Antialias controlled by application is the correct setting.
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: Easyscor on June 08, 2016, 03:14:25 PM
Terrain Editor

Base icons are showing up for Vehicle Spawn points.

Also, while setting two dozen or so V spawns, I noticed one in the wrong place and when I went to delete it, the TE crashed. I hadn't saved, so the spawns weren't displaying their numbers yet.

Notice the base icon issues circled in yellow. I blackened some of the 'base numbers' for clarity.

(http://bbs.hitechcreations.com/smf/index.php?action=dlattach;topic=379629.0;attach=24717)
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: Easyscor on June 08, 2016, 06:38:00 PM
Terrain Editor

Base icons are showing up for Vehicle Spawn points.


Clarification - Repeatable problem display after a save.
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: bustr on June 09, 2016, 03:06:37 PM
CraterMA - M8 captured by trees.

62531,1008,1690,0.0,-5.6,-177.6
craterma
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: bustr on June 09, 2016, 03:33:32 PM
B-26

Optical gunsights do not respond to alpha slider dim\bright while in flight.
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: hitech on June 09, 2016, 03:48:05 PM
B-26

Optical gunsights do not respond to alpha slider dim\bright while in flight.

I assume you were not changing the pilot but were chaning Gun 1 and Gun 2?
Both work for me.
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: bustr on June 09, 2016, 04:01:53 PM
CraterMA

At the ACK bases, is the map room supposed to be covered with trees including trees growing out of the concrete walk up to the door blocking the way?
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: bustr on June 09, 2016, 04:33:41 PM
I assume you were not changing the pilot but were chaning Gun 1 and Gun 2?
Both work for me.

I'll go back and try it again. I selected the correct gunsight position from the menu.
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: bustr on June 09, 2016, 04:42:56 PM
New game session sitting on the runway, now the alpha slider works on both optical gunsights. I was in the air first time around making a change to the default pilot view just before I checked the two gunsights for alpha response. Oh, I don't recommend barrel rolls in the B26 with a bomb load, snaps the wing off. It can do loops though.
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: Easyscor on June 09, 2016, 06:38:32 PM
Terrain Editor

Confirming as reported earlier, deleting a spawn point crashes the TE. My only option is to locate the object code and delete it directly from the .oba file.
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: Easyscor on June 09, 2016, 08:15:56 PM
When I Alt+F4 in off-line, no matter how many times I click the check box for Don't show this message again, it pops up again.
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: hitech on June 10, 2016, 09:40:01 AM
Terrain Editor

When setting an object in the TE and assigning it as Fact$$$, it doesn't show an icon in the Map window even though it will show properly in-game.

Are you placing it as a Group Master?

 I Went a did a quick test with a radar factory and all worked as I would expect.

Also are you refreshing your icons by turning them on and off on the map?

HiTech
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: Easyscor on June 10, 2016, 11:12:51 AM
Are you placing it as a Group Master?

 I Went a did a quick test with a radar factory and all worked as I would expect.

Also are you refreshing your icons by turning them on and off on the map?

HiTech

Good question. This was the case where setting the custom V2 objects to the Ack factory object wasn't working. Instead I had to add some bunkers and reassign them as Ack factory objects.
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: bustr on June 10, 2016, 12:15:04 PM
Are the new damaged objects available as objects that I can lay down to create a permanent destroyed village or town on my terrain?
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: Easyscor on June 10, 2016, 12:24:12 PM
Are the new damaged objects available as objects that I can lay down to create a permanent destroyed village or town on my terrain?
Those are built into the object itself. You would need to export the object and then extract the particular damaged bits and convert it into a new object to get it to show.
When the game calls for an object to be destroyed, if there is no built-in destroyed object, then the object simply disappears. But if it has that destroyed version built-in, then that's what's displayed instead. Get it? So that's why you'd need to extract the destroyed object and reconfigure it as a new visible object.
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: bustr on June 10, 2016, 12:36:29 PM
To bad the skin viewer doesn't show all of this and allow the export of the damaged portion only of the object. If you can view the cockpit of a plane in the skin viewer visa a tool toggle, it would point to the programmer's decision to not reveal the damage through the skin viewer tools controls. Back then to your full export and extraction description.

Just had a thought. I need to blow up my town, then take a stroll through it to see how the tank objects I hid in it interact with the destroyed building objects. Do you think there could be any unexpected conflicts or just the tank object sitting on the destroyed object mess?
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: hitech on June 10, 2016, 02:54:48 PM
Those are built into the object itself. You would need to export the object and then extract the particular damaged bits and convert it into a new object to get it to show.
When the game calls for an object to be destroyed, if there is no built-in destroyed object, then the object simply disappears. But if it has that destroyed version built-in, then that's what's displayed instead. Get it? So that's why you'd need to extract the destroyed object and reconfigure it as a new visible object.

Actually not, they are now external references from the original shape.

I.E. they are there own shape and should show up in the OE.

HiTEch
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: bustr on June 10, 2016, 03:04:37 PM
If I select Town and look in the shapes list of buildings, I only find building shapes for intact buildings. There are no independent destroyed building shapes.
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: Easyscor on June 10, 2016, 03:09:57 PM
Actually not, they are now external references from the original shape.

I.E. they are there own shape and should show up in the OE.

HiTEch

I still see the destroyed objects in buildings. I think Bustr is talking about buildings and factory objects vs vehicles. Are we on the same page?

For instance:

OBJECT group
name "bld005_dead_1"
data 21
GroupFlags=0x00000201
kids 1
OBJECT object
name "tex0"
data 20
FaceFlags=0x00000806
loc 0.000000 0.000000 0.000000
texture "BLD001D.bmp"
Title: Re: Beta 23 ** DX9 ** Released: Issues/Bug Reports
Post by: hitech on June 10, 2016, 03:13:43 PM
I still see the destroyed objects in buildings. I think Bustr is talking about buildings and factory objects vs vehicles. Are we on the same page?

Yes we are talking about he same thing, but different parts. the db$$$x$$$ shapes are referenced by buildings and are part of the building dead shape.

Hmm brings up a point. The external references on buildings may not export correctly to ac3d.

HiTech