<?xml version="1.0" encoding="utf-8"?>
<feed xml:lang="en" xmlns="http://www.w3.org/2005/Atom"><title>Recent changes to bugs</title><link href="https://sourceforge.net/p/btech/bugs/" rel="alternate"/><link href="https://sourceforge.net/p/btech/bugs/feed.atom" rel="self"/><id>https://sourceforge.net/p/btech/bugs/</id><updated>2003-06-18T06:28:31Z</updated><subtitle>Recent changes to bugs</subtitle><entry><title>Adding Colored Channel Names</title><link href="https://sourceforge.net/p/btech/bugs/51/" rel="alternate"/><published>2003-06-18T06:28:31Z</published><updated>2003-06-18T06:28:31Z</updated><author><name>Greg Taylor</name><uri>https://sourceforge.net/u/grantblackman/</uri></author><id>https://sourceforge.net0d63160bba1d4a7b1fee864f15648b04a8161427</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;This is a pretty easily fixed glitch (but a really serious &lt;br /&gt;
one). If anyone adds a channel with an alias that has a &lt;br /&gt;
color code in it, the MUX will run fine until the next &lt;br /&gt;
reboot. The comsys.db goes bad and you are unable to &lt;br /&gt;
start until you either revert to a backup or start from a &lt;br /&gt;
blank. Here is an example:&lt;/p&gt;
&lt;p&gt;addcom [ansi(hw,)]=Public&lt;/p&gt;
&lt;p&gt;I can't remember if you had to @fo that or not. This one &lt;br /&gt;
is courtesy of Ashen-Shugar when I was talking with him &lt;br /&gt;
a few weeks back about some TinyMUX vunerabilities.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>DSInfo Channel</title><link href="https://sourceforge.net/p/btech/bugs/50/" rel="alternate"/><published>2003-06-18T06:23:12Z</published><updated>2003-06-18T06:23:12Z</updated><author><name>Greg Taylor</name><uri>https://sourceforge.net/u/grantblackman/</uri></author><id>https://sourceforge.net905a9f50310bc263a570668de7aa1e6d51c0dff1</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Below is an excerpt from UPGRADING from the root &lt;br /&gt;
btechmux directory:&lt;/p&gt;
&lt;p&gt;- DropShip landings and takeoff attempts, aborts and &lt;br /&gt;
successes are now logged to the 'DSInfo' channel, &lt;br /&gt;
rather than 'MechDebugInfo'. The format has also &lt;br /&gt;
changed to omit the colon (':') as @triggering on that in &lt;br /&gt;
scode is tricky. Scode that triggered on these messages &lt;br /&gt;
should be updated. DropShip deaths are now logged to &lt;br /&gt;
both MechDebugInfo and DSInfo. Newly logged, also to &lt;br /&gt;
DSInfo, are map enter/leave events for DropShips.&lt;/p&gt;
&lt;p&gt;However, this channel doesn't exist in the example DB. &lt;br /&gt;
The README object sitting in #0 states that all channels &lt;br /&gt;
used by hardcode are created by default.&lt;/p&gt;
&lt;p&gt;This is very minor, but it's one of those things that could &lt;br /&gt;
be easily overlooked.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Ice Elevation Calculated Wrong</title><link href="https://sourceforge.net/p/btech/bugs/49/" rel="alternate"/><published>2003-03-12T08:24:09Z</published><updated>2003-03-12T08:24:09Z</updated><author><name>Tuncay Goncuoglu</name><uri>https://sourceforge.net/u/tgoncuoglu/</uri></author><id>https://sourceforge.net5062091578c81e48c1aa674587dad35f230d065b</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Following is from +bug 909 on 3030:&lt;/p&gt;
&lt;p&gt;This is an observation of me standing at 5 5 on map &lt;br /&gt;
wyv.gulch.When I target the hex 4 8  I get the error &lt;br /&gt;
saying there is no los  while hexes in between are lvl 0 &lt;br /&gt;
plain and lvl 1 ice.After I break the ice at 4 7 and that &lt;br /&gt;
hex turned into water I could fire as I should be able to. &lt;br /&gt;
This takes me to the conclusion that ice elevation is &lt;br /&gt;
calculated as positive  not 0 like water  as it should &lt;br /&gt;
be.In other words a lvl 9 ice hex is not a lvl 9 deep lake &lt;br /&gt;
that has an ice layer on surface - instead it is a lvl 9 &lt;br /&gt;
tower made of ice. Makes me remember Die Another &lt;br /&gt;
Day.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Repairs for 'reseal' shows limited info</title><link href="https://sourceforge.net/p/btech/bugs/48/" rel="alternate"/><published>2003-01-02T21:00:56Z</published><updated>2003-01-02T21:00:56Z</updated><author><name>Cord Awtry</name><uri>https://sourceforge.net/u/kipsta/</uri></author><id>https://sourceforge.netd7ae147723de849e978c78399f88a39edecf63b0</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Plr   Time Location + &lt;br /&gt;
Description                                           &lt;br /&gt;
-------------------------------------------------------------------------&lt;br /&gt;
-----&lt;br /&gt;
13    89                                                                    &lt;br /&gt;
-------------------------------------------------------------------------&lt;br /&gt;
-----&lt;br /&gt;
Note: Time = Time remaining in minutes. Plr = Tech's &lt;br /&gt;
dbref                  &lt;br /&gt;
&lt;/p&gt;
&lt;p&gt;notice the lack of location and action? :)&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Physicals and PSkill XP</title><link href="https://sourceforge.net/p/btech/bugs/47/" rel="alternate"/><published>2002-11-29T19:51:42Z</published><updated>2002-11-29T19:51:42Z</updated><author><name>Anonymous</name><uri>https://sourceforge.net/u/userid-None/</uri></author><id>https://sourceforge.netf07263abbb62d2c6f4ec7314aef7263a3cceb652</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;You don't get PSkill XP for physical attacks.&lt;/p&gt;
&lt;p&gt;Like, um, d'oh.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>TSM and Heatcutoff</title><link href="https://sourceforge.net/p/btech/bugs/46/" rel="alternate"/><published>2002-11-29T14:47:37Z</published><updated>2002-11-29T14:47:37Z</updated><author><name>Cord Awtry</name><uri>https://sourceforge.net/u/kipsta/</uri></author><id>https://sourceforge.netf66c6b10b818812ab76ed818924f9234438e1a83</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;TSM is bugged.&lt;/p&gt;
&lt;p&gt;More to the point, HeatCutoff is lame to a level that is &lt;br /&gt;
mindboggling.&lt;/p&gt;
&lt;p&gt;Having a command that allows a pilot to sit there and &lt;br /&gt;
pick his nose while the system happily maintains a 9 &lt;br /&gt;
heat level for him so he can boost his speed eternally is &lt;br /&gt;
not only lame, but dumb.&lt;/p&gt;
&lt;p&gt;If we're going to have such a munchy command then &lt;br /&gt;
there should be MASC-like consequences for having it &lt;br /&gt;
on too long... i.e., leg damage, blown actuators, etc...&lt;/p&gt;
&lt;p&gt;Allowing mechs such as the MAD-5L to maintain a &lt;br /&gt;
speed 86 for how ever long it wants is foolish.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>HULLDOWN command bugged</title><link href="https://sourceforge.net/p/btech/bugs/45/" rel="alternate"/><published>2002-11-21T13:59:07Z</published><updated>2002-11-21T13:59:07Z</updated><author><name>Tuncay Goncuoglu</name><uri>https://sourceforge.net/u/tgoncuoglu/</uri></author><id>https://sourceforge.netd3db97306b356741f150fe306f64298438e45bad</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Quote from _bug: 797&lt;/p&gt;
&lt;p&gt;You are able to start the HULLDOWN command when &lt;br /&gt;
the Quad is still running. This leads to an 118 speed &lt;br /&gt;
hulldown BSN. But when beeing HULLDOWN you can't &lt;br /&gt;
turn nor move. So I would expect the HULLDOWN &lt;br /&gt;
commands used during the unit moves requests an pilot &lt;br /&gt;
roll or denies the work till the unit is slowed down like &lt;br /&gt;
the enterbase command.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Enemy freqs when captured</title><link href="https://sourceforge.net/p/btech/bugs/44/" rel="alternate"/><published>2002-11-21T13:57:35Z</published><updated>2002-11-21T13:57:35Z</updated><author><name>Tuncay Goncuoglu</name><uri>https://sourceforge.net/u/tgoncuoglu/</uri></author><id>https://sourceforge.net73dfb8f8fada928028e2d91df231efeb669fbb34</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;It seems that if someone gives a listchannels command &lt;br /&gt;
right before he gets captured, the output he gets will be &lt;br /&gt;
the list of the mech that captured him, givin a pilot &lt;br /&gt;
enemy freqs.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Fall damage</title><link href="https://sourceforge.net/p/btech/bugs/43/" rel="alternate"/><published>2002-11-21T13:53:23Z</published><updated>2002-11-21T13:53:23Z</updated><author><name>Tuncay Goncuoglu</name><uri>https://sourceforge.net/u/tgoncuoglu/</uri></author><id>https://sourceforge.net6fd525a87e344a5a40261f82c31e93997ee97a59</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Quote from +bug 741:&lt;/p&gt;
&lt;p&gt;The other day skie and I were remarking about the odd &lt;br /&gt;
damage that one took when falling especially into &lt;br /&gt;
water... So we looked it up and then found the&lt;br /&gt;
code... and then rewrote the code to make it work &lt;br /&gt;
properly... This code fragment belongs in mech_move.c &lt;br /&gt;
about line 1000&lt;/p&gt;
&lt;p&gt;if !InWater mech &amp;amp;amp;&amp;amp;amp; MechRTerrain mech != &lt;br /&gt;
HIGHWATER&lt;br /&gt;
damage = MechRTons mech /1024 + 5 / 10 * &lt;br /&gt;
levels + 1&lt;br /&gt;
else&lt;br /&gt;
damage = MechRTons mech /1024 + 5 / 10 * &lt;br /&gt;
levels + 1 + MechZ mech / 2&lt;/p&gt;
&lt;p&gt;SoB&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Blind recon by IDF BTH</title><link href="https://sourceforge.net/p/btech/bugs/42/" rel="alternate"/><published>2002-11-21T13:51:31Z</published><updated>2002-11-21T13:51:31Z</updated><author><name>Tuncay Goncuoglu</name><uri>https://sourceforge.net/u/tgoncuoglu/</uri></author><id>https://sourceforge.net89d79ee031f32e400425e89e052c8e35c759a1fe</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Quote from +bug 733:&lt;/p&gt;
&lt;p&gt;Ok I know this has to be a bug but I dont know how you &lt;br /&gt;
would fix it.. With LRM IDF you can lock a hex and &lt;br /&gt;
know if an enemy is there or not just by the bth.. So if &lt;br /&gt;
you know the enemies approach roads you can just &lt;br /&gt;
lock one of the hexes on it adn just keep watching your &lt;br /&gt;
IDF BTH to know when an enemy passes through&lt;br /&gt;
the hex. Kinda cheesy and yes I did it though i think we &lt;br /&gt;
need to find a way to remove it.. perhaps make IDF fire &lt;br /&gt;
not show bth's?? Bout the only way I can&lt;br /&gt;
think of to stop it..&lt;/p&gt;&lt;/div&gt;</summary></entry></feed>