From 535dc8bfa7f062bf746613d3e96092bc9d1794b5 Mon Sep 17 00:00:00 2001 From: Joe DiPrima Date: Wed, 12 Aug 2026 11:34:01 -0500 Subject: [PATCH] tester handout regenerated for Friday (build 4.11.913): section A rebuilt around the week's 9 fielded fixes (#162 headliner + #156/#154/#164/#163/#135/#128/#166/#169, Cyd's #48-family, #136 explained-authentic), #167 added to monitor, #132 cross-referenced to the #164 beam family, counts recomputed (58 open) --- docs/OPEN_ISSUES_FOR_TESTERS.txt | 114 +++++++++++++++++++------------ 1 file changed, 71 insertions(+), 43 deletions(-) diff --git a/docs/OPEN_ISSUES_FOR_TESTERS.txt b/docs/OPEN_ISSUES_FOR_TESTERS.txt index 99cb9b8..c15b302 100644 --- a/docs/OPEN_ISSUES_FOR_TESTERS.txt +++ b/docs/OPEN_ISSUES_FOR_TESTERS.txt @@ -1,7 +1,8 @@ ============================================================================= - BT411 -- ALL OPEN TRACKER ISSUES (59), SORTED FOR PLAYTESTERS - Updated 2026-08-10 (evening) -- after Oracle's full annotated sweep, which - closed 35 issues. Thank you Oracle: that is what this list is for. + 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. ============================================================================= HOW TO REPORT: drop a line in Discord with the issue number and PASS / FAIL / what you saw. Screenshots and rough times help; logs get collected @@ -11,32 +12,65 @@ ----------------------------------------------------------------------------- A. FIXED -- PLEASE VERIFY (headliners first: new fixes fielded THIS build) ----------------------------------------------------------------------------- -#149 Glass cockpit stutter / hitching ** HEADLINER ** - First fielded build with the fix. Glass users -- especially Oracle: - mission load and play should feel smooth again (repaints now skip - windows whose gauges did not change). -#150 Double kill credit (one kill counted twice) ** HEADLINER ** - First fielded build with the fix (868's double-kills were pre-fix). - TEST: kill someone with a missile volley -- scoreboard +1, not +2. -#69 "Sunder V1" renamed to DENKOU - TEST: vehicle picker shows Denkou -- era witnesses, confirm spelling. -#71 Closing the Plasma window lost it until restart - TEST: X the plasma window -- it minimizes to the taskbar; click restores. -#25 Gamepad turn profile (stick X could not turn the mech) - TEST: RajelAran -- bind an axis to "Turn" in content\bindings.txt. -#27 Autocannon/Gauss dealt the wrong damage type - Oracle asked for a RETEST before closing: ballistics should feel/score - like solid shot (no blast splash). +#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: the alarm SOUND is one-shot per new leak, + the lamp FLASH is continuous while leaking. Confirm the description + matches what you see and we close it. +#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. -#39 Controls were live before the game screen appeared - TEST: mash fire during load -- nothing happens until the scene shows. +#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. -#56 MFD buttons drift away from where they are drawn - TEST: alt-tab / focus changes mid-round -- buttons stay aligned. #147 Range caret vanished for the session (ticks stayed) - Monitoring: if it happens, the log traps the culprit -- just report it. + 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. @@ -44,32 +78,28 @@ A. FIXED -- PLEASE VERIFY (headliners first: new fixes fielded THIS build) ----------------------------------------------------------------------------- B. OPEN -- HELP US REPRODUCE / NARROW (what to note when it happens) ----------------------------------------------------------------------------- -#24 Controller hat/look view sticks (recovers after wiggling) #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. #125 Peers do not see the FIRST destroyed-zone graphic (2nd hit shows it) #126 Peer weapon fire invisible AND silent from some positions -#128 Ramming terrain = INSTANT coolant leak -- Oracle re-confirms STILL LIVE #130 Vulture "skating" (gliding without walk animation) #132 (Conn Man) persistent yellow line on the HUD in every mech -#135 Coolant leak with NO flashing annunciators -- Oracle re-confirms LIVE -#136 A SHUT leaking loop starts/stops leaking with COMPONENT toggles - (Oracle marked "Clarify" -- one more description pass requested.) + 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 (fix pending) -#154 Generator Out warning fires on the WRONG EDGE (at recovery, not trip) - Refined by Oracle: the stuck-forever gen did NOT reproduce; era rule = - gens return at HALF-cooled (red bar portion gone). Threshold audit due. +#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; #50 closed into this ticket. - Flicker half = authentic. Next: is the bank capture authentic too?) + (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. Bounded-write hardening is in this build; the cage + Cab-side only. This build adds a sharper stall detector; the cage hardware work continues 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 @@ -110,16 +140,13 @@ E. KNOWN GAPS -- confirmed and on the list, no need to re-report #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 -#156 Fade-to-black at mission end not happening ----------------------------------------------------------------------------- F. 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) -#21 Weapon recharge arc dark after eng-page use (symptom trail -> #62) #28 Confirm the vital-subsystem-crit death path can fire (machinery in) -#30 Weapon "unavailable" (level-7) display verification + accessor cleanup #63 PlayerStatus reads raw 1995 offsets (databinding trap, dormant) #64 damageZone shadow field (half-fixed; consequences disarmed) #65 HandleMessage non-virtual across 10 classes (latent dispatch trap) @@ -128,8 +155,9 @@ F. INTERNAL ENGINEERING BACKLOG (nothing to test) #117 KB note: per-chassis cockpit bounce was deliberate (Ronin) -- FYI ============================================================================= - End of list. 59 open issues total: - 12 verify (2 headliners), 17 reproduce, 3 era questions, 3 design calls, - 14 known gaps, 11 internal. - 35 issues closed 2026-08-10 on Oracle's annotated sweep. + 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. =============================================================================