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Dynamic Hive Bugs

Jun 28, 2024 Atrophenus link
Platform: Windows 10 PC
Time: 9:53am CST for Missiles not registering
(approx)10:30am CST for npc dents not moving

Critical Hives:
When doing bombing runs on the dynamic hive queens jumping out of sector to repair and reload and jumping back in I've encountered issues on some runs where missiles will make contact then disappear but will not deal any damage to the queen or register with the hit sound. Issue is intermittent and inconsistent I haven't been able to intentionally replicate the issue. This only seems to happen when doing Critical Hive Presence before military arrives, however; this could simply be because there is not as many iterations of the bombing runs. I have noticed it always will happen on the 3rd run or higher and when the queen is mining an asteroid if it does happen.

Ship: Ragnarok MKIII, 2x Chaos Swarms, 3x Gemini, Fast Charge Power Cell

Central Hives:
When doing leviathans after the queens are cleared, NPC tridents will simply sit where they are and not move. Even if NPC dents have line of sight and are within radar range of the leviathan they will not move. Of note I do not take the actual missions when this has happened and I haven't tried taking the mission to see if that resolves it as of yet.
Jun 28, 2024 Atrophenus link
Video of the Queen not taking damage:
https://youtu.be/UOTm8YZlXgw
Jun 28, 2024 incarnate link
've encountered issues on some runs where missiles will make contact then disappear but will not deal any damage to the queen or register with the hit sound. Issue is intermittent and inconsistent I haven't been able to intentionally replicate the issue.

Thanks for the report. Based on our initial investigation, this is actually something happening on your game client, rather than a greater "game-server" type issue.

We think this is a game client bug, but it's pretty unusual.

What kind of plugins are you using?
Jun 29, 2024 Atrophenus link
MDI targetlist, capship tab, cargo tab, roiddb, vzoom, captain's kit, hangar, honk, infiniturbo devkit, and customhud are some of them that I've been running that are public, however; a lot of them are plugins I've personally made. However; a lot of the plugins I've been using either were made well before I ever had this issue and I've easily killed something like a 500+ queens with them without this issue, or they were made very recently after having already experienced this bug before. To give a date to my first instance of this somewhere around the 6/2 - 6/8 I started getting this bug. The only one that I haven't used before this bug began was customhud so I'll likely be trying to see if I can replicate it without customhud but even then it's rather rare for me to get the bug in the first place.

Outside of that, newer ones that I made that could be throwing some issues might be my program for a clock, stopwatch, and timer. That is an iup.dialog, similar to customhud, to use topmost to keep it visible in station menus and the like, but it was made after initially experiencing the bug.

On the Npc Tridents simply sitting still after the queens are dead this is an incredibly recent bug I've encountered. It was actually when I made this post I had just finished a central where this had happened.
Jun 29, 2024 Atrophenus link
Update on at least the npc tridents not moving, they are now acting as they normally should now after removing customhud plugin and no new instances of the queens not taking damage but it's something that happened very rarely to begin with so hard to say if that fixed it or it just hasn't happened yet.

I find it odd that customhud would cause an issue with npc behavior. As far as the state of the sector, I was the only one in sector when those oddities happened but they seem to be behaving as expected now. Either way would be curious if there is anything that can be divulged about that as I would like to get some form of the customhud plugin back.
Jul 04, 2024 incarnate link
I find it odd that customhud would cause an issue with npc behavior.

The problem with missiles not-damaging had nothing to do with NPC behaviour. The issue was that your client was not sending all of the data it was supposed to, relating to the shots you were making.

So, the "game" from the server/NPC standpoint was actually behaving correctly, based on the information it was receiving. That's why we knew it was a client-side problem.

I don't know exactly what was causing it, beyond that. We've been deep in fixing a lot of different bugs lately, and we don't know exactly what the factor was here.

It may be theoretically possible for a big framerate dropout to be caused by a less-than-efficient plugin, which then has some timing-synchronization chance of causing some other chain of events to happen and results in the client behaving strangely (but is difficult to reproduce). But, that's really just a guess, I don't actually know.

If you're ever able to come up with a concrete reproduction case, we'll increase the priority of investigation. But, as it stands, this is the kind of sporadic issue where we could probably spend days and not actually find anything.

If there are specific customhud features you'd really like to see in the main game, I'd make a Suggestions post around that. If we integrate the features directly into the client, they'll be very performant. Some plugins (not all) can be extremely inefficient.