Current engine issues on 104.0+1218

  1. FIXED 5456+104-1812 bug: scouts are blinking on map and are near unkillable
    Cloak in maintenance was moved to lua:

  2. f=0015102] Error: [LuaRules::RunCallInTraceback] error=2 (LUA_ERRRUN) callin=UnitLoaded trace=[Internal Lua error: Call failure] [string “LuaRules/Gadgets/unit_compositeships.lua”]:98: bad argument #1 to ‘insert’ (table expected, got nil)
    stack traceback:
    [C]: in function ‘insert’
    [string “LuaRules/Gadgets/unit_compositeships.lua”]:98: in function ‘UnitLoaded’
    [string “luagadgets/gadgets.lua”]:1577: in function <[string “luagadgets/gadgets.lua”]:1574>
    (tail call): ?
    [C]: in function ‘co_resume’
    [string “LuaRules/Gadgets/unit_script.lua”]:256: in function <[string “LuaRules/Gadgets/unit_script.lua”]:253>
    [C]: in function ‘sp_CallAsUnit’
    [string “LuaRules/Gadgets/unit_script.lua”]:817: in function ‘GameFrame’
    [string “luagadgets/gadgets.lua”]:877: in function <[string “luagadgets/gadgets.lua”]:875>
    (tail call): ?

  3. FIXED cmd_keep_target error

  4. FIXED Factories disappear after morph

  5. FIXED Non-factory units disappear after morph

  6. [f=-000001] Error: Failed to load: customcommands.lua ([LuaVFS::Include(synced=1)][loadvfs] file=modules/core/mod/attach/attach.lua status=-1 cenv=0)

  7. [f=-000001] Error: Failed to load: game_strategicdominance.lua ([LuaVFS::Include(synced=1)][loadvfs] file=modules/core/mod/attach/attach.lua status=-1 cenv=0)

  8. [f=-000001] [LuaUI] Warning: Headers files aren’t supported anymore use “require” instead!
    all over the place.

  9. MAYBEFIXED [f=0007757] [unit_script.lua] Error: [string “scripts/infantrygun.lua”]:437: attempt to call global ‘GetGameFrame’ (a nil value)

  10. There is a random MOVE order to top left of map being given seldomly to units

  11. Scouts have too large passive LOS (about 4-5 times larger circle than on 103)

Issues present in 3.01 as well:

  1. FIXED ranks and buildETA not hidden when GUI is hidden

  2. Some button’s text is very small (see supress area on snipers)

  3. Rus long range yard has 125 build power?!

Random improvement ideas:

  1. auto-pause when someone’s ping > 1500. Auto-unpause if that ping goes < 500 within 5s

  2. detect incompatible AI loaded and exit if so.

  3. Show arrow on factory placement, showing direction of units exiting (like TechA?)

Addition (needs more testing, but seems to be the case): cloaked units, such as commissars, can remain undetected very close to enemy units. Much closer than with 103 engine.

For cloak issues see