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sprockitz wrote:Weapons could use refilled all 10/10 weapons are sold out
NerdGlyph wrote:I'll be at TFNation this weekend
Glyph wrote:...will very much be going through the admin panel to catalogue working/broken/needed functions as soon as I can.
Silver Wind wrote:Guess this bug is still making the rounds.
https://www.seibertron.com/heavymetalwa ... _id=360334
https://www.seibertron.com/heavymetalwa ... _id=360335
Injuries despite no actions taken, victory automatically declared even though there's opposition.
steve2275 wrote:Silver Wind wrote:Guess this bug is still making the rounds.
https://www.seibertron.com/heavymetalwa ... _id=360334
https://www.seibertron.com/heavymetalwa ... _id=360335
Injuries despite no actions taken, victory automatically declared even though there's opposition.
https://www.seibertron.com/heavymetalwa ... _id=366764
Psychout wrote:Im not scared of a gender confused minibot!
Glyph wrote:There's some weird bug atm where it typically shows only one of the bots in the mission, but only while it's in the open / awaiting signups state. Once it's gone to Started or Complete, all the bots show up correctly.
I think it started after the thing we've been having with bots appearing with <100% health but no activity in the mission so probably not related to that, but anything's possible.
Psychout wrote:Ok, this is getting weirder.
Mission #367334 shows as having a bot and a con in it.
But when I click on the mission, it shows 1v1 but only details the con.
Can an active autobot confirm it looks the same for you, as I have a hunch it may be reversed?
Edit: Even after putting Evil the Car in, it's listyed a 2v1, but still only showing Bumbles.
Seibertron wrote:Edit: man, I really need to address how the forums look on mobile. Its not unusuable, but it defintely needs some modern Bootstrap updates. Ack!
Seibertron wrote:I think I've uncovered what I believe to be the root cause of two of the most frustrating problems in missions: the "Unknowns have won the mission" error and the "Finding no opposition" message when battles clearly had combatants.
Psychout wrote:Im not scared of a gender confused minibot!
Glyph wrote:If it's the one I think you're referring to, where's it happening in the sequence? I know it's not the long-standing battle code as the issue absolutely wasn't happening before 5 June (see that post and the one after it) - from what investigation I could do from userland, it seemed to be happening either at the point of joining the mission or when the battle script added characters at the beginning of the battle.
It also didn't look like characters were always being skipped entirely or missing turns (i.e. 'skipping over valid tactics') as we saw some characters exiting alive but damaged while not seeming to receive any attacks, or had nonsensical final scores.
Uh... that can't be right? According to the dashboard, SLASH is #5 in the tactics table and BITE is #6 - and BITE was working correctly (there are no alt types in use with tactics other than AVOID, RAM, STRAFE, REPAIR or BITE - no characters have SLASH). And also, the bug only appeared on 5 June, when a bunch of other behind-the-scenes changes were announced - it didn't happen before that, and BITE was working fine.Seibertron wrote:The bug appears to be that the old code assumed the tactic IDs were sequential (0, 1, 2, 3, and so on) but in reality the IDs skip around. For example: SLASH = 8. The loop just counted upward, so once it passed the last "continuous" ID, it never checked the higher ones. That meant tactics with higher IDs were never even considered or were skipped, causing various hiccups in the code (in theory).
I forced one of my characters to 0 health via the dashboard to test - the submit button does appear now, though it has no button formatting and the passcode is still shown/required on the CR page.Seibertron wrote:Ack. Sorry about the CR Chamber bug. I think I just resolved it. Please confirm either way. Thanks.
Psychout wrote:Im not scared of a gender confused minibot!
Glyph wrote:Uh... that can't be right? According to the dashboard, SLASH is #5 in the tactics table and BITE is #6 - and BITE was working correctly (there are no alt types in use with tactics other than AVOID, RAM, STRAFE, REPAIR or BITE - no characters have SLASH). And also, the bug only appeared on 5 June, when a bunch of other behind-the-scenes changes were announced - it didn't happen before that, and BITE was working fine.
Glyph wrote:Also, it seems like everything's coming back Unknown at the moment...
That Slash const in the code is wrong according to the DB table as shown in the dashboard - that definitely says Slash is #5 (#8 is Control Waves - also, the first non-consecutive ID is #16 as 14/15 appear to have been deleted). But as I said above, it kinda doesn't matter anyway as no characters have either Slash or Control Waves so neither ID - #5 or #8 - will appear on a character.Seibertron wrote:define('HMW_TACTIC_SLASH', 8);Glyph wrote:Uh... that can't be right? According to the dashboard, SLASH is #5 in the tactics table and BITE is #6
There wasn't back in my day, no idea what might have been added since. A "Generate now" button was on my ask list for the dashboard though!Seibertron wrote:Is there a script that auto populates missions and arena battles in local dev environment? I don't see one.
Psychout wrote:Im not scared of a gender confused minibot!
Glyph wrote:According to the dashboard
The tactics table has always existed, otherwise how would characters be able to upgrade tactics on their alt modes? It certainly already existed when I was working on the game. Tactics defines the keys for altmode tactics, which defines the options for character tactics. (Note that it doesn't need to be used directly by the battle script - it's used in the UI for the character upgrade page.)Seibertron wrote:The dashboard for tactics isn't tied into the game. Whoever created that tactics table never looped it into the code. I didn't create either and am just doing my best to clean it up.Glyph wrote:According to the dashboard
Psychout wrote:Im not scared of a gender confused minibot!
Glyph wrote:The tactics table has always existed, otherwise how would characters be able to upgrade tactics on their alt modes?
Glyph wrote:And if you're looking at the database, could you also check that the highest mission_id in mission_characters isn't higher than the latest ID in the missions table? - that would at least eliminate the 'ghost' option for the bugged characters, though I don't think that's the cause in this case.
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