Difference between revisions of "Original Star Control II bugs"

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=== The Act ===
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{{stub}}
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{{incomplete}}
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This page lists the bugs present in the original releases of [[Star Control II]]. Most of these bugs have been fixed in [[The Ur-Quan Masters]].
  
The SOTF ACT was created by [[Danya]] and a few [[terrorists | others]] to terrorize the American people. It's worked wonders, creating deadly shockwaves that have effected other parts of the world, aswell. For a moment, a global project was in the works, but it was soon discarded so they could focus on getting the United States under their control first (ref: the few children from foreign countries; no complete classes were taken, just a handful of kids from varied countries to collect more information).
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*(Full Game) You could sell more [[lander]]s than you had, resulting in free [[Resource Units]] (early PC release only)
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*([[SuperMelee]]) When an [[Androsynth]] [[Guardian]] in [[Blazer]] mode is drained of its last energy by a [[Broodhome#Secondary|DOGI]], the Blazer mode isn't fully turned off; the ship retains it ability to do damage by impact. ([[uqmbug:283|bug #283]]).
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*(Full game) Crew retrieved from space after the end of an encounter could set the number of crew to larger than the ship's maximum.
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*(SuperMelee) Some background pixels in the "Battle!" images were the wrong color.
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*(Full game) When just selecting a [[Syreen]] [[Penetrator]] ship with over 12 crew members in "Roster", the crew count goes down to 12. ([[uqmbug:184|bug #184]])
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*(Full game) Even though travelling through [[QuasiSpace]] takes no fuel, you cannot use the autopilot when you are out of fuel in QuasiSpace.
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*(SuperMelee) When a SuperMelee game is over, the end totals don't take into account the crew lost by the winner's last ship.
  
Setting up the ACTs for students to take part in is simple. Hijack planes of classes enroute to "special" school trips to places out of the country. Once the plane was taken over, all authority would be killed, and any others on the plane besides students. Then, a tape of the ACT before would start rolling to psyche up the class. Once that was complete, Danya's instructional video would start rolling.
 
  
=== Rules of the Game ===
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TODO: expand upon the list below, with formatting. If no bugzilla bug number is present, it doesn't mean one doesn't exist.
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*[[uqmbug:235|bug #235]]: druuge SlaveryCount not cleared after load. (Possibly 3DO only)
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*wrong images for lander extensions
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*[[uqmbug:108|bug #108]]: if you move from QuasiSpace to HyperSpace through the periodically appearing portal, just as it is closing, and then move to a star system, it will act as a portal in QuasiSpace and move you somewhere (possibly out of the map, or even crashing the game).
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*fuel use estimate to the selected destination on the starmap was off
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*boarded orz marines survive Shofixti glory device
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*[[uqmbug:365|bug #365]]
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*[[uqmbug:319|bug #319]]
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*[[uqmbug:528|bug #528]]
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*[[uqmbug:592|bug #592]]: game crashes if the player frees the Chmmr before allying with the Starbase
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*[[uqmbug:642|bug #642]]
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*[[uqmbug:768|bug #768]]: Encounter chance in solar systems unused.
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*[[uqmbug:769|bug #769]]: ScanSeed unitialised for some overridden worlds.
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*[[uqmbug:777|bug #777]]: starbase lights stay off after load. (3DO only)
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*Sa-Matra image and hotspot misalignments
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*[[uqmbug:557|bug #557]]
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*[[uqmbug:705|bug #705]]
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*[[uqmbug:806|bug #806]]
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*[[uqmbug:808|bug #808]]
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*[[uqmbug:797|bug #797]]: Letter 'j' in Micro font is off baseline
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*Harmless C&P bug in disabling cursor: http://uqm.stack.nl/forum/index.php?topic=2741.0
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*[[uqmbug:967|bug #967]]: slave-shield appears to overlap planet when in melee
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*[[uqmbug:996|bug #996]]: Enemy crew resurrect after HyperSpace encounter
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*[[uqmbug:1001|bug #1001]]: Wrong Sa-Matra guards ship icons after Kohr-Ah win
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*[[uqmbug:1013|bug #1013]]: Druuge line SALVAGE_YOUR_SHIP_2 is superseded by HOSTILE_SPACE_HELLO_1
  
''Every game has rules. This one's no different. Here are all the rules written by Danya himself. They can all be found in the Student Handbook for version one of the game.''
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[[Category:Trivia]]
 
 
* '''DON'T try escaping the island.''' Try it if you want, and see for yourself that there is absolutely no way off the island. Try to swim off, and you shall be immedieatly shot down by one of our many patrols circling the island. A few kids in the last game tried it, and they were all brutally killed.<br>
 
* '''DON'T try to take off the necklace'''. Not a rule, persay, but a rule of caution. You won't be very lucky if you try to tamper with the necklaces...it explodes if you do. On that same note, the necklaces are 100% shock and waterproof, and through the necklaces we monitor your progress, your pulse, and see what you are currently doing. So, no funny business!<br>
 
* '''DON'T linger in a Danger Zone for too long.''' I mean, like the above, this is more like a rule of caution. During the Morning Announcements, from time to time Danger Zones shall be stated. Please take note that there won't be Danger Zones up all the time. We'd rather have you all kill eachother off than to have the Danger Zones do the killing for you!<br>
 
* '''DON'T run around like an idiot, or scream like a wild banshee!''' Just a small suggestion, but I bet you unlucky little punks will be running around screaming like banshees in a few days from the start anyway, so....<br>
 
* '''DON'T sulk because you have a bad weapon!''' Smile, and bring it to the enemies. Your weapon doesn't dictate whether you are a loser or not. Your actions do. Be strong and survive.<br>
 
* '''DO kill one another.''' It's the aim of the game. Kill to survive, kill to win. Remember, there has to be atleast one death per day, elsewise all the collars explode. You guys, luckily, are very expendable, so it doesn't matter that much if you die. Like the BR Act program always said, "Could you kill your bestfriend?" Well, with this, you kind of have to do that. That is, unless you, unluckily, are weak. The strong shall survive.<br>
 
* '''DO take note of the map.''' You'll need it, most likely, so why wouldn't you want to look over it?<br>
 
* '''DO listen to the Morning Announcements.''' I announce things for a reason, so listen! You never know if I'm in the mood to make it a Danger Zone day, or whomever died that day! So...listen.<br>
 
* '''DO be watchful, and cautious of others.''' Who knows is ready and willing to kill their best friend? Keep your eyes peeled, and proceed with caution.<br>
 
* '''DO read the intruction manual for your weapon(s).''' They'll be helpful in the end, believe it or not. Don't want to be the unlucky guy who forgot to take off the safety... (*cough*)<br>
 
* '''DO REMEMBER THE SLOGAN!''' "The strong will survive! The weak must die!" Take it to heart. You'll need it to lift your morale, trust me, you're luckier off with the slogan.<br>
 
 
 
Good luck with the game, little fighters! Keep at it and maybe you'll be the one who lives!<br>
 
Farewell and good luck,<br>
 
Mr. Danya.
 
 
 
''Man has a way with words, doesn't he?''
 
 
 
=== Versions of the Act ===
 
 
 
The ACT has changed a lot through time. The earlier versions included teachers aswell as students and a smaller selection of weapons. Lot's of experimentations, as expected. Once everything had been figured out, v0 (the "[[Sydney Morvran]] version") was broadcasted in the United States. It was a small scale project, only able to be caught on satellite. v1 (the "[[Storyline | Barry Coleson High]] version", or the first version of the roleplay) was broadcasted all over the United States on all major television channels.
 
 
 
The first ever Survival of the Fittest was held on Feburary 14th, lasting until Feburary 17th, 2005. The students and teachers of a class from Jerrington High are issued mediocre weapons and forced to kill eachother within a three day time period. No one survived, as they ceased all kills after the eighth hour.
 
 
 
The most recent Survival of the Fittest, on the other hand, worked on different rules. Several classrooms are taken from all over the country and forced into a televised ACT. The weapons vary greatly, and there is no time limit. Instead, atleast one student has to be killed every 24 hours, otherwise everyone dies. It lasts from June 19th, 2005 (the day that the Barry Coleson High children were kidnapped) until June 29th, 2005 (day ten).
 

Latest revision as of 23:41, 16 December 2008

This page is a stub. We encourage you to edit and improve it.

This page is currently incomplete. We encourage you to edit and expand it.

This page lists the bugs present in the original releases of Star Control II. Most of these bugs have been fixed in The Ur-Quan Masters.

  • (Full Game) You could sell more landers than you had, resulting in free Resource Units (early PC release only)
  • (SuperMelee) When an Androsynth Guardian in Blazer mode is drained of its last energy by a DOGI, the Blazer mode isn't fully turned off; the ship retains it ability to do damage by impact. (bug #283).
  • (Full game) Crew retrieved from space after the end of an encounter could set the number of crew to larger than the ship's maximum.
  • (SuperMelee) Some background pixels in the "Battle!" images were the wrong color.
  • (Full game) When just selecting a Syreen Penetrator ship with over 12 crew members in "Roster", the crew count goes down to 12. (bug #184)
  • (Full game) Even though travelling through QuasiSpace takes no fuel, you cannot use the autopilot when you are out of fuel in QuasiSpace.
  • (SuperMelee) When a SuperMelee game is over, the end totals don't take into account the crew lost by the winner's last ship.


TODO: expand upon the list below, with formatting. If no bugzilla bug number is present, it doesn't mean one doesn't exist.

  • bug #235: druuge SlaveryCount not cleared after load. (Possibly 3DO only)
  • wrong images for lander extensions
  • bug #108: if you move from QuasiSpace to HyperSpace through the periodically appearing portal, just as it is closing, and then move to a star system, it will act as a portal in QuasiSpace and move you somewhere (possibly out of the map, or even crashing the game).
  • fuel use estimate to the selected destination on the starmap was off
  • boarded orz marines survive Shofixti glory device
  • bug #365
  • bug #319
  • bug #528
  • bug #592: game crashes if the player frees the Chmmr before allying with the Starbase
  • bug #642
  • bug #768: Encounter chance in solar systems unused.
  • bug #769: ScanSeed unitialised for some overridden worlds.
  • bug #777: starbase lights stay off after load. (3DO only)
  • Sa-Matra image and hotspot misalignments
  • bug #557
  • bug #705
  • bug #806
  • bug #808
  • bug #797: Letter 'j' in Micro font is off baseline
  • Harmless C&P bug in disabling cursor: http://uqm.stack.nl/forum/index.php?topic=2741.0
  • bug #967: slave-shield appears to overlap planet when in melee
  • bug #996: Enemy crew resurrect after HyperSpace encounter
  • bug #1001: Wrong Sa-Matra guards ship icons after Kohr-Ah win
  • bug #1013: Druuge line SALVAGE_YOUR_SHIP_2 is superseded by HOSTILE_SPACE_HELLO_1