diff --git a/docs/OPEN_ISSUES_FOR_TESTERS.txt b/docs/OPEN_ISSUES_FOR_TESTERS.txt index 53132d1..287494c 100644 --- a/docs/OPEN_ISSUES_FOR_TESTERS.txt +++ b/docs/OPEN_ISSUES_FOR_TESTERS.txt @@ -1,176 +1,208 @@ ============================================================================= - BT411 -- ALL OPEN TRACKER ISSUES (58), SORTED FOR PLAYTESTERS - Updated 2026-08-12 -- for the Friday 8-player night, build 4.11.913. - Last week's reports produced 9 root-caused fixes; they are ALL in this - build. Section A is the payoff -- please verify. + BT411 -- OPEN TRACKER ISSUES (57), SORTED FOR PLAYTESTERS + Updated 2026-08-14 -- for tonight's session, build 4.11.957. + Since Wednesday your reports produced FIFTEEN fixes -- all in this build. + Section A is the payoff; section B is three "bugs" that turned out to be + the real machine. Oracle's questionnaire alone settled five tickets. ============================================================================= HOW TO REPORT: drop a line in Discord with the issue number and PASS / FAIL / what you saw. Screenshots and rough times help. - LOGS -- NEW, ONE CLICK: double-click SENDLOGS.bat in the game folder after - the session. It puts ONE small zip on your Desktop with every log from the - night (session logs, matchlogs, launch breadcrumbs) -- attach that one file. - No more hunting for the right .log, no more missing parts. + LOGS -- ONE CLICK: double-click SENDLOGS.bat in the game folder after the + session. ONE small zip lands on your Desktop -- attach that. This build + also names every shot fired in the log, so reports can name weapons. + SOUNDS: use the SOUNDBOARD zip's COPY button to reference an exact sound + (that is how Oracle handed us the missile-alarm sample -- it worked). + FIELD GUIDE: mark up your copy and send the file back. Oracle's return + fixed two docs and closed five tickets in one evening. It works. ============================================================================= ----------------------------------------------------------------------------- -A. FIXED -- PLEASE VERIFY (headliners first: new fixes fielded THIS build) +A. FIXED THIS BUILD -- PLEASE VERIFY (headliners first) ----------------------------------------------------------------------------- -#162 Kills/deaths multi-counted; -500 death penalty missing ** HEADLINER ** - A same-frame double-hit death credited the killer twice. Fixed and - stress-proven at 4 and 8 nodes. TEST: watch the scoreboard math all - night -- kills exact, one death = one -500. Wrong? Screenshot it. -#156 No fade-to-black at mission end ** HEADLINER ** - The window slamming shut WAS the bug. Rounds now end with a 1-second - fade to black (and start with the white flash + fade-in). -#154 Generator: no alarm at thermal trip / never came back - "Generator out" (Yip's voice) now speaks AT the trip. Recovery was - always the manual's rule: back online at HALF-cooled after a spin-up. - TEST: ride heat until the generator drops -- voice at the loss? -#164 (Conn Man) hanging laser beam riding the rudder - Beams can no longer draw unless the weapon is genuinely firing. - If ANY beam hangs anyway, your log names the weapon -- that log is - GOLD, send it with the rough time. -#163 Frozen in the ended mission / hang on exit - Ordered exit everywhere. TEST: host and non-host, end of every round. -#135 Coolant leak with NO flashing annunciator - The leak was flashing the WRONG lamp (and could stick forever). - TEST: take a leak (ram someone) -- the generator lamp for THAT loop - flashes, and stops when it should. -#136 Leaking SHUT loop responds to component toggles - EXPLAINED AS AUTHENTIC (refined): the leak voice STARTS at the leak, - LOOPS on its own while the leak persists, STOPS when it seals -- so - hearing it again does NOT mean a new leak. The lamp FLASH is - continuous while leaking. Confirm and we close it. -#172 "Coolant leak but no flashing indicator" -- WHERE TO LOOK - The lamp always flashed; it was in a place nobody watches. A - GENERATOR leak flashes the generator button BY THE RADAR (bottom - centre) -- NOT any MFD. That is authentic: no MFD carries a - generator-leak indicator. A WEAPON's leak lamp lives on its - engineering page and flashes when you page there (also authentic). - Loop leaks flash the loop button immediately. TEST Friday: take a - leak, look AT THE RADAR RAIL -- tell us if it still reads as missing - even knowing where to look. -#128 Ramming terrain = instant coolant leak - Ram damage eligibility fixed -- walls and rocks no longer puncture - loops. TEST: bump terrain hard; leaks come from combat, not curbs. -#166 LRM ready on MFD but refuses to fire (until eject) - Root cause was an eject PRESS whose release got eaten (Steam overlay - / focus steal). Structurally fixed + every eject is logged. - TEST when it happens anyway: tap EJECT (authentic unjam) and report. -#165 X'd-out weapons appear to still fire - Could NOT reproduce -- destroyed weapons refused 4,213 straight - trigger pulls on the bench. What you likely saw: the recharge dial - still cycles under the X (arcade does too) + surviving weapons' - beams. Every energy discharge is now named in the log -- if you see - it again, we will know the weapon by name. -#169 (Lynx) LEAVE LOBBY button clipped; 8-player roster clutter - TEST: host with 8 -- roster clear of the LAUNCH button, LEAVE fully - visible. -#48-family (Cyd) Secondary-display phantoms + stale colors + plasma junk - Phantom filled boxes around inactive CONTROL MODE entries and the - stray block by the heading dial: GONE. Armor rosette colors on glass - panels now track live. Plasma marquee no longer shows boot garbage. -#27 Autocannon/Gauss dealt the wrong damage type (retest for Oracle) - Ballistics = solid shot, no blast splash. BONUS this build: ballistic - rounds can now genuinely MISS a moving target -- dodge and the round - carries downrange (authentic; shells fly a full 5 seconds). -#38 Mech colors reverted on respawn - TEST: custom paint, die, respawn -- colors stay. -#21 Recharge arc + fire-ready dot dark after eng-page use - TEST: use the engineering page mid-fight, weapon keeps firing. -#30 Weapon-state presentation (jam lamp confirmed working) - TEST: btejam lamp lights ONLY on a real jam. -#41 (David/Auric) launcher killed before it could run -- forensics armed - TEST: if join.bat ever fails again, send content\lastrun_join.txt. -#147 Range caret vanished for the session (ticks stayed) - Monitoring: if it happens, the log traps the culprit -- just report. -#158 (Sauron) could not move after respawn until throttle cycled - TEST when it happens: does cycling the throttle free you? - YES -> the #146 release mechanic (expected). NO -> map + spawn spot. +#173 Heavy walkers overheat almost instantly at seek-4 ** HEADLINER ** + Our build sampled your mech's motion at modern frame rates -- nearly + 2/3 of drive heat on a flat cruise was NOISE the machine never saw. + Now sampled on the original's clock. TEST (Vulture/Madcat/Thor/Loki): + boost coolant loop 5 -- TWO presses, NEVER three (a third press wraps + the valve CLOSED, that is the machine's own trap) -- and hold seek-4. + You should run supercharged indefinitely, hot but stable. +#171 Cannons required leading; missiles flew way too fast ** HEADLINER ** + The original decides a cannon hit AT THE TRIGGER -- no leading, ever; + the round you see fly is a drawn tracer. Missiles now fly the + machine's true physics: ~5x slower, real proximity fuze, and they can + strike a mech that walks into the flight path. Ballistics also + respect the range scale again, and cannon damage lands on ONE panel + (#112 closed on this -- if you ever see one trigger pull spread + damage across zones, reopen it with the log). +#83 INCOMING MISSILE ALARM IS BACK ** HEADLINER ** + Oracle was right: it was missing entirely (our alarm code was wired + to a dead path -- it never ran once in any build you have played). + Now: missiles inbound on YOU start the accelerating beeper -- the + exact sound Oracle found on the soundboard ([1:74] IncomingAlarm01), + slow at range, frantic as it closes. LRM volleys give seconds of + warning; point-blank SRMs barely a blip (authentic -- the machine + cannot warn you faster than the missile flies). TEST BY EAR: does + the tempo ramp match your memory of the pods? +#175 Missiles flew THROUGH hills and buildings + Cover works now: the salvo bursts on the mound you are hiding + behind (and the blast can still splash you if you hug it -- + authentic). Trucks and props die to missiles, as they should. +#165 X'd-out (destroyed) weapons could still fire + THE REAL FIX this time (three earlier attempts missed it): the + original keeps ONE destroyed flag per weapon; our port had four + separate copies and the everyday kill path only set some of them. + Also closes the hanging-beam family (#164) at its true root. + TEST: X out someone's weapon -- it must go fully dead. +#170 Crash between rounds ("crash while joining lobby") + Was our own exit code racing Steam at round end. Fixed at the root. + TEST: full evening, host and non-host, no crash between missions. +#174 Shooting a destroyed section kept grinding criticals + Dead zones stay dead -- continued fire (or ramming) no longer + re-rolls crits into the survivors, and wreck-farming scores zero. +#21 Gear cycling "bricked" lasers -- YOUR memory was right + Our reading of one number in the original's code was off by a + byte-width; you said "nah, it just wraps 4 back to 1" and you were + correct. Cycle gears freely; also fixes the dark recharge arc / + dark ready-dot after gear play. +#111 (Lynx) Other players saw a dying mech's blue warp bubble + The bubble was OUR addition, not the machine's. The translocation + vortex now plays only in the dying pilot's own cockpit. From every + other seat: death = the big boom, respawn = the mech appears. +#179 (Oracle, reported 10 PM, fixed by 1 AM) Nova spawn pips + The Nova spawned showing its REAR laser's range pips in the forward + view. The HUD now commits the forward view at spawn. (Only the pips + were wrong -- rear weapons never actually fired forward.) +#151 (Oracle) Panic eject scored -499 + Solved, and the machine agrees with YOUR math: eject = your mech + self-destructs (scored as self-damage, ~-500) + the death cost + (-500) = about -1000, i.e. 1000 points -> roughly ZERO. The extra + -500 you saw was the #162 double-death bug, fixed on testing night. + TEST: repeat the maneuver -- you should land within a few points + of zero, not hundreds below. +FEEL Three more fixes on the original's clock (same bug class as #173): + the cockpit HIT-SHAKE (was bouncing ~2x too fast -- hits now rock + you at the pod's pace with less rebound), the FOOTSTEP loudness + swell (ramped in half the intended time), and a subtle engine-pitch + warble on moving mechs. If mech sounds still warble walking past + you, say so -- that one we could only part-measure on the bench. +--- holdovers still awaiting your verdict --- +#27 Ballistic damage type (Oracle retest): solid shot, no blast splash. +#38 Custom mech colors must survive death + respawn. +#30 Jam lamp lights ONLY on a real jam. +#166 LRM "ready but refuses to fire": structurally fixed (eaten eject + release). If it happens: tap EJECT (authentic unjam) and report. +#158 (Sauron) Can't move after respawn until throttle cycled. TEST when + it happens: does cycling the throttle free you? YES -> the #146 + release mechanic (expected; opinions welcome). NO -> map + spot. +#147 Vanishing range caret: the trap is now ALWAYS ARMED -- if it ever + happens again, your log names the culprit frame. Just report it. ----------------------------------------------------------------------------- -B. OPEN -- HELP US REPRODUCE / NARROW (what to note when it happens) +B. NOT BUGS -- THE REAL MACHINE (verified against the original's code; + please don't re-report these, but DO tell us if the pods differed) +----------------------------------------------------------------------------- +HEAT AT VETERAN: Veteran mode DOES have heat in our 4.10 -- read straight + from the original's code. The 4.0 manual (and some memories of the + earlier machine) say expert-only; 4.10 changed it. Not a bug. +SEEK GEARS: the real damage ladder is seek 1 = 56%, seek 2 = 77%, + seek 3 = 100% (the published numbers), seek 4 = 153% -- an + OVERCHARGE gear: more damage AND heat per shot at ~3x the charge + time. Downshift for rate of fire, seek 4 for the alpha strike. + (The old guide's "half charge = quarter damage" example was wrong; + Oracle's notes caught it.) +BASIC-MODE VIEW LIMIT (#153): pitch below "half" in Mid/Advanced, switch + to Basic, and the view stays put until your next pitch input snaps + it to the limit. That snap-on-next-input IS the original's code -- + quirk included. (Basic also re-settles the HUD horizon as the torso + re-centres -- that is what an earlier note meant by "settles the + HUD horizon".) +LEAK VOICE (#136): starts at the leak, LOOPS while it persists, stops + when sealed. Hearing it again does not mean a new leak. The + generator-leak lamp is the button BY THE RADAR, not an MFD (#172). + +----------------------------------------------------------------------------- +C. OPEN -- HELP US REPRODUCE / NARROW (what to note when it happens) ----------------------------------------------------------------------------- #37 Mech torso appears BACKWARDS to other players (transient) #74 8BitDo gamepad works solo, dead in Steam MP (VexUbiquity) #102 Owens: full-throttle run -> hold reverse = animation/audio hang - REPRO known (exterior cam, savannah); self-clears on a torso twist. + (repro known: exterior cam, savannah; self-clears on a torso twist) #125 Peers do not see the FIRST destroyed-zone graphic (2nd hit shows it) #126 Peer weapon fire invisible AND silent from some positions #130 Vulture "skating" (gliding without walk animation) #132 (Conn Man) persistent yellow line on the HUD in every mech - Possibly the #164 beam family -- if you get it, note which weapons - you fired last and send the log. #143 One panel hit -> smoke erupts from MULTIPLE places at once -#153 Basic-mode elevation limit only applies after cycling modes -#155 PANIC lit: Eng + Weapon MFD banks dead; Score/Radar/Coolant stay live - (Oracle mapped the exact bank split; flicker half = authentic. - Next: is the bank capture authentic too?) -#159 (Conn Man) lag during drops -- missiles / fire exploding in empty space - NOTE: shooter + target + rough time; match receipts measure the rest. -#160 Pod cab: RIO axis dropouts + boot wedges (hardware investigation) - Cab-side only. This build adds a sharper stall detector; the cage - hardware work continues with Nick. +#155 PANIC lit: Eng + Weapon MFD banks dead; Score/Radar/Coolant live + (bank split mapped; is the bank capture authentic? era input wanted) +#159 (Conn Man) lag during drops -- fire exploding in empty space + NOTE shooter + target + rough time; match receipts do the rest. +#160 Pod cab: RIO axis dropouts + boot wedges (hardware, with Nick) #167 (Oracle) reticle lock circle absent on ALL targets for a stretch Monitoring: note the time and whether a relaunch cleared it. ----------------------------------------------------------------------------- -C. STILL-OPEN ERA QUESTIONS +D. ERA QUESTIONS -- for the pod veterans ----------------------------------------------------------------------------- -#103 Mech-to-mech RAM: armor damage or internals only? (Oracle: don't know; - Lynx / Ronin / Draco -- your call. Binary does internals-only.) -#133 Generator X-out on the MFD: Oracle recalls an X "under certain - circumstances" -- WHICH circumstances? (shutdown / overheat / destroyed) -ALSO (#152 rider): did Mid/Adv auto-recentre the torso in the pod, or only - Basic? (Oracle: don't know. Binary says: no auto-recentre.) +NEW: AFC PROJECTILES -- VISIBLE OR NOT? Oracle recalls NO visible round + at all (muzzle flash + impact flash only, no tracer, either + perspective). Our build draws the machine's tracer. Draco, SAURON, + Ronin: do you remember SEEING autocannon rounds fly on the pods? +NEW: PPC HIT = SCREENS COLLAPSE TO A VERTICAL LINE? Oracle describes all + MFDs briefly collapsing to a bright vertical line (CRT-style) and + re-expanding. Anyone else remember that look? (It is the target + spec for the display-scramble work in progress.) +NEW: PPC hits sometimes flipped AUTO-mode generator assignments on the + victim (Oracle). Anyone else see generator letters change after + taking particle fire? (#178 -- observations welcome tonight.) +#103 Mech-to-mech RAM: armor damage or internals only? (Binary says + internals-only. Lynx / Ronin / Draco -- your call.) +#133 Generator X-out on the MFD: WHICH circumstances? (shutdown / + overheat / destroyed) +ALSO (#152 rider): did Mid/Adv auto-recentre the torso in the pod, or + only Basic? (Binary: no auto-recentre outside Basic.) ----------------------------------------------------------------------------- -D. DESIGN CALLS -- group opinions wanted +E. DESIGN CALLS -- group opinions wanted ----------------------------------------------------------------------------- -#151 Panic eject costs -499: verified REAL original scoring (your death scored - as suicide + death penalty). Keep authentic, or house-rule a flat cost? -#23 Non-glass screen layout: Oracle proposes widescreen-aware sizing -- - world view wider + taller, moved up, allowed to overlap the radar. - Opinions welcome before anyone prototypes it. +#23 Non-glass screen layout: widescreen-aware sizing (Oracle proposal). #77 Resizable Secondary/Radar window (touch-panel cockpits). Want it? ----------------------------------------------------------------------------- -E. KNOWN GAPS -- confirmed and on the list, no need to re-report +F. KNOWN GAPS -- confirmed and on the list, no need to re-report ----------------------------------------------------------------------------- #49 Radar/map does not draw the arena WALL geometry #76 Glass layout save/restore rework (some windows not saved) -#83 INCOMING MISSILE alarm not implemented yet #90 Flames/smoke from serious damage: less than the original (tuning) -#104 Mad Dog "NARC 15" label: NARC postdates our 4.10 binary (Oracle: added - in a late 4.x release; zero NARC in our decomp) -- content rename due. -#105 Sensor damage effects: Oracle's era spec captured (HUD flicker/loss, - radar loss) -- implementation pending. -#111 Peers see a dying mech's blue warp bubble (should see explosion only) -#112 AFC rounds shotgun across zones (should land as one projectile) +#104 Mad Dog "NARC 15" label: NARC postdates our 4.10 binary -- rename due +#105 Sensor damage effects (HUD flicker/loss, radar loss) -- spec captured, + implementation pending #113 LRM burn/hit state lasts too long -#115 Hot box / target select not connected (Oracle era note: hotbox was a - STANDARD-mode feature; absent in Expert -- gating to reconcile) +#115 Hot box / target select not connected (era note: STANDARD-mode + feature, absent in Expert -- gating to reconcile) #121 Sensor HEAT has no consequences yet #123 Searchlight: the visible LIGHT + night-fog swap still to come #145 IR "predator vision": decode done, display not implemented ----------------------------------------------------------------------------- -F. INTERNAL ENGINEERING BACKLOG (nothing to test) +G. INTERNAL ENGINEERING BACKLOG (nothing to test) ----------------------------------------------------------------------------- #14 Glass panel unreconstructed button handler backlog (census) #17 Cavern upper-butte halves lack a collision stream (authenticity TBD) #28 Confirm the vital-subsystem-crit death path can fire (machinery in) -#63 PlayerStatus reads raw original-binary offsets (databinding trap, dormant) +#63 PlayerStatus reads raw original-binary offsets (dormant trap) #64 damageZone shadow field (half-fixed; consequences disarmed) #65 HandleMessage non-virtual across 10 classes (latent dispatch trap) #72 BTLoadPump swallows WM_QUIT during load (latent) #107 Destroyed HeatSink annunciates nothing (no lamp for condition 0) #117 KB note: per-chassis cockpit bounce was deliberate (Ronin) -- FYI +#176 Per-weapon seek-gear voltage tables: dump the rest (LLaser read) +#178 PPC electrical rider mechanism (Oracle's field signature captured) ============================================================================= - End of list. 58 open issues total: - 19 verify (2 headliners), 13 reproduce, 3 era questions, 3 design calls, - 13 known gaps, 9 internal. - Last sweep: 35 issues closed 2026-08-10 (Oracle's annotated pass); this - build fields fixes for 9 of the tickets YOUR reports opened since. + End of list. 57 open issues total: + 17 verify (3 headliners), 12 reproduce, 6 era questions, 2 design calls, + 10 known gaps, 11 internal -- plus 4 "not bugs" that are the real machine. + Since Wednesday: 15 fixes fielded, 4 tickets closed by evidence alone, and + Oracle's questionnaire + soundboard find settled five more. Your reports + did this. SENDLOGS at the end of the night, please. =============================================================================