Taiwan Terrain bug hunting
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Taiwan Terrain bug hunting
i just opened that topic, for the guys who help us to find the existing Tile and object issues.
here they can get together and communicate, who takes which part of the map.
3-4 guys are up and flying around to find every suspect there.
I'll post more later!
happy bug hunting!
may the force be with us.
SnakeMan, please tell us what you think is the best way to note the observations and how we should check for them.
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Re: Taiwan Terrain bug hunting
I'll try to look up if I had any documents in my dir about bug reporting.
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Re: Taiwan Terrain bug hunting
Thanks, gentlemen!
http://www.mediafire.com/download.php?mhibk1g4yyz
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Re: Taiwan Terrain bug hunting
Will also look at the ODS reporting, and will read up on how MARK works for coordinates.
As mentioned in the other thread Shantou Northeast Airbase is suffering from aprons & taxiways not being flat on the same elevation. Doing a specific post on Sector 3 - Shantou Southwest.

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Re: Taiwan Terrain bug hunting
To make flights appear permanent in TE's, you will need to make two flights, one (the 1st) will disappear, the 2nd will remain.
A strange bug in FF5. I created a folder for Stef yesterday, with screens including markpoints on the appropriate locations.
I experienced the same problems you described at Shantu Northeast and Ta Shan Ting.
Greets, Tom
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Re: Taiwan Terrain bug hunting
if you don't mind, i'd suggest you try using TerrainView tool to check tile/coastline/road.
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Re: Taiwan Terrain bug hunting

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Re: Taiwan Terrain bug hunting
1.) Trees with nothing around them
There is probably nothing wrong here - it just looks suspicious
Lat N 36" 50.50'
Long E 125" 1.22'

2.) Shantou Factory
Factory is located in the bay, thus in water. There is a wayward land tile just adjacent to it (see screenshots)
Lat N 36" 47.14'
Long E 124" 56.84'


3.) Chaoyang Factory
Buildings are floating above the ground
Lat N 36" 43.47'
Long E 124" 49.29'

4.) Chaoyang Refinery
Buildings are floating above the ground
Lat N 36" 41.80'
Long E 124" 52.03'

5.) Tsunami wave @ Guangao
DEM data not at sealevel, creating a hill/wave in the sea.
Lat N 36" 39.11'
Long E 125" 3.44'

6.) Tsunami wave, another one
DEM data not at sealevel, creating a hill/wave in the sea.
Lat N 36" 36.29'
Long E 124" 53.43'

7.) Jinghai Buildings & Bridge
Floating above the ground
Lat N 36" 27.66'
Long E 124" 43.67'


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Re: Taiwan Terrain bug hunting
true, ccc, but i think we can really be glad that these guys want to help us at all!ccc wrote: if you don't mind, i'd suggest you try using TerrainView tool to check tile/coastline/road.
you know, they have no dev or editing experience, so I'm glad that they help us i any way.
I'm also checking it with TerrainView, they shouldn't be overcharged on their very first beginning of helping. they also have to become used with all that stuff.
and guys, many many thanks again for the support! keep it up!
Rock on!
cheers
Stef
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Re: Taiwan Terrain bug hunting
Code: Select all
Press CTRL+Z release and press L.
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Re: Taiwan Terrain bug hunting
if you could use latitude and longitude coordiantes as an addition, close-up screens with markpoints engaged might be
a good way to include these. If they are obsolete, I will quit integrating markpoint values into my screens and focus on the values you mentioned.
I have already swept a big area taking screens resulting in about 600 MB of bmp files (considerably smaller packages in RAR format). Unfortunately, I focussed on markpoints to document the tile's position..until now.
Regards, Tom
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Re: Taiwan Terrain bug hunting
X,Y coords are constant.
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Re: Taiwan Terrain bug hunting
I vote for x,y coordinates also because TacEdit and TerrainView use them (not Lat, Long).Snake Man wrote:Well thats our old known format of reporting a bug location from Falcon 4 world. I have no clue how to use the lat/lon values, at least they wont work in Tacedit/Terrainview as they do the NON-spherical conversion, I have no idea what conversion F4 engine(s) does etc.. its a big mess.
X,Y coords are constant.
Victurous te Saluto
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Re: Taiwan Terrain bug hunting
Sherlock wrote:I vote for x,y coordinates also because TacEdit and TerrainView use them (not Lat, Long).Snake Man wrote:Well thats our old known format of reporting a bug location from Falcon 4 world. I have no clue how to use the lat/lon values, at least they wont work in Tacedit/Terrainview as they do the NON-spherical conversion, I have no idea what conversion F4 engine(s) does etc.. its a big mess.
X,Y coords are constant.
second that vote, makes it a LOT easier to use the tools.
demer
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Re: Taiwan Terrain bug hunting
On my 3rd testflight this evening I used the X Y Z coordinates Snake Man recommended. I added markpoint shots, but all relevant misplaced tiles have the new coordinates. I will refly my first missions to add the new values.
If that is requested, I can post a link to my shots here too, instead of sending them to derStef exclusively.
It will take a fiew days to get all the necessary photos, but I aim to work on it continiously.
Fortunately, we are at least 4 guys working on this documentation.
I will add a screenshot of the flightplan/briefing UI to give a better understanding of the routes I flew.
I aim to have the main shots at Tuesday.
Tom
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Re: Taiwan Terrain bug hunting
Tom wrote:Copy that..
On my 3rd testflight this evening I used the X Y Z coordinates Snake Man recommended. I added markpoint shots, but all relevant misplaced tiles have the new coordinates. I will refly my first missions to add the new values.
If that is requested, I can post a link to my shots here too, instead of sending them to derStef exclusively.
excellent buddy, and Yeah i made that topic here to post that stuff here, i don't need it exclusively. we are gathering our findings for SnakeMan, he is THE MAN!
hey to all, again many thanks for your support, we are on the right track!
cheeers
Stef
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Re: Taiwan Terrain bug hunting
I will upload my results from this week soon.
I collected a huge number of "watertile"- screenshots with coordinates in addition to the base- and object views. Most object-shots are at the costal areas.
It would possibly make sense to only focus on the most critical shots "jumping in the face", there are simply too many shots.
I tried to be radical/searchingly.
All pictures are converted to JPEG and I splitted them, regarding different flight patterns.
In addition, i added a small text to each folder supported by a screenshot of the UI's flight route for each mission.
I hope, the screens can be useful. The quality is certainly not the same as the graphical appearance in the simulation, but the coordinates are clearly visible as far as I have checked them..
Regards, Tom
P.S.: My first attempts, room for improvement.
No.1:
http://www.mediafire.com/download.php?d5ljiv0tmil
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Re: Taiwan Terrain bug hunting
Tom,Tom wrote:Hello,
I will upload my results from this week soon.
I collected a huge number of "watertile"- screenshots with coordinates in addition to the base- and object views. Most object-shots are at the costal areas.
It would possibly make sense to only focus on the most critical shots "jumping in the face", there are simply too many shots.
I tried to be radical/searchingly.
All pictures are converted to JPEG and I splitted them, regarding different flight patterns.
In addition, i added a small text to each folder supported by a screenshot of the UI's flight route for each mission.
I hope, the screens can be useful. The quality is certainly not the same as the graphical appearance in the simulation, but the coordinates are clearly visible as far as I have checked them..
Regards, Tom
P.S.: My first attempts, room for improvement.
No.1:
http://www.mediafire.com/download.php?jmlmjgmdyyj
although screenshots are a nice to have, they aren't absolutely mandatory. I would suggest only collect screenshots when the error is difficult to explain in text without a picture. Otherwise, the location in the map (x,y coords) and short explaination of what the error is is usually sufficient. Especially if you have large group of errors of all the same type. Cheers!
Victurous te Saluto
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Re: Taiwan Terrain bug hunting
http://www.mediafire.com/download.php?rcdonwzmhoy
No. 3, part 1
http://www.mediafire.com/download.php?342gzgwmyzk
No.2, same route
http://www.mediafire.com/download.php?tbnm3zqmioc
No.4 -last one
http://www.mediafire.com/download.php?j2tgjqhzzw0
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Re: Taiwan Terrain bug hunting
However, I am VERY new to these actions and I hope someone can make some kind of usage of my shots (it was the only way I knew to collect such a big number of items, Stef adviced us to search for errors and to mark our findings with X Y Z coordinates included, if I got him right.)..
It took me several evenings to collect the data..
Best Regards, Tom
(Edit:) So next time I could make a short statement (water tiles issue/objects+ general location e.g.) and only collect coordinates..?
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Re: Taiwan Terrain bug hunting
I'm not saying you can't collect the screenshots, only saying that it is a big task to collect so many screenshots and post them for viewing here at PMC. I'm just trying to make it easier on you, that's all!Tom wrote:Oh, sorry, Sherlock, I saw your post after my last reply...
However, I am VERY new to these actions and I hope someone can make some kind of usage of my shots (it was the only way I knew to collect such a big number of items, Stef adviced us to search for errors and to mark our findings with X Y Z coordinates included, if I got him right.)..
It took me several evenings to collect the data..
Best Regards, Tom
(Edit:) So next time I could make a short statement (water tiles issue/objects+ general location e.g.) and only collect coordinates..?

When SM (or others) are fixing the bugs you identify it is usually sufficient to have the location (x,y coordinates) and what the nature of the error/bug is in a short description like "ocean area needs leveling to 0 feet elevation". Be specific about what the error is though. Giving the x,y coordinates will give the exact location of where the error is as long as you have flown directly over the point where the error is in the terrain (but close is usually good enough too).
Hope this helps!
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Re: Taiwan Terrain bug hunting
Greets from Münster, Germ., Tom
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Re: Taiwan Terrain bug hunting
Also when you report a bug, its two folded process. First you report it, then you should observe me to add it into the Taiwan Theater v0.4 bug reports first post. I honestly will confess that if there are several topics across a <name> Theater forum area with bug report posts, I will definitely forget them if they are not promptly added into the official bug report list.
So as you are reporting bugs now in this terrain bugs topic, we need to make sure each and every one of those gets into the final bugs list.
When I start to fix bugs for any theater, what do I do? I open the <name> theater bugs list text file and start to read what I need to fix. If a bug is not listed there, it will definitely not be worked on.
So after submitting this post, I'll re-read the topic and add stuff into the taiwan bugs list, please read the v0.4 bug reports topic and make sure all your hard worked bug reporting material has reached its destination.
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Re: Taiwan Terrain bug hunting
I think if I try to find further issues, I will make a short textual statement and add pictures only to a very limited extent. I hope the texts added to each file I uploaded can be at least slightly helpful.
That first round (see the posted links, JPEG pictures) included way to many of those pictures. Fortunately, some of them "jump in the face", for example at 30 to 60 coordinates in the observed region between the southwest coastline of China and the coastal area south of Fuzhou there are huge "big-wave" water tiles that could be levelled to 0 elevation.
I try to be more precise when I make further attempts to find bugs.
Regards, Tom
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Re: Taiwan Terrain bug hunting
the bug list should look someting like that:
for objects (buildings):
X/Y coordinate, name of object, the problem, maybe a suggestion/solution.
for terrain tiles & evelation problems:
X/Y coordinate, the problem, suggestion/solution.
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Re: Taiwan Terrain bug hunting
I didn't name the objects, e.g., but when scrolling down the folders the viewer might notice that I collected a big number of misplaced/floating objects, both at the coast and some miles inland, not only water tiles. I made notes on 5 airbases.
I will add a short summary of my findings in the "Taiwan Theatre v0.4 bug reports" thread.
I'd say 90% of my findings are not listed..and I admit, this is my fault, because I should have pointed those things more clear.
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Re: Taiwan Terrain bug hunting
viewtopic.php?f=39&t=21368&p=181750#p181750
Carry on guys, regarding to Stef's map we covered almost the complete parts 3 and 2..No 1's not that much extra work dudes!..Regards, T.
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Re: Taiwan Terrain bug hunting
Tom wrote:To be honest, I think my downloadfiles contain enough information to use them..(4 Texts..)
I didn't name the objects, e.g., but when scrolling down the folders the viewer might notice that I collected a big number of misplaced/floating objects, both at the coast and some miles inland, not only water tiles. I made notes on 5 airbases.
I will add a short summary of my findings in the "Taiwan Theatre v0.4 bug reports" thread.
I'd say 90% of my findings are not listed..and I admit, this is my fault, because I should have pointed those things more clear.
Tom,
Please continue to post your findings, but the coastal elevations are methodically being fixed at the moment,

As well as the airbase tiles, this only speaks to the TERRAIN files I have nothing to do with Object placement, we have a list we are working on at the moment, when I come across a Factory\Airbase\obj.... that Is floating I have placed the applicable tiles there so that the Obj. Meister's can do what they need to do!!!
Please Carry On as your input is VERY valuable at least to me!!!!
Thanx!!!
demer
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Re: Taiwan Terrain bug hunting
Regards, Tom
PS: I think you are working hard, good Demer! Looks cool! I think Stef should motivate the other lads to help us..
I wanted to fly one more route on Sunday, now I'll have my weekend...
Take Care, man!
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Re: Taiwan Terrain bug hunting
keep on it and thanks for getting this baby forward!
deep respect!
cheers
Stef
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Re: Taiwan Terrain bug hunting
I guess this is just to reassure the testers and universal "pad to the back" post

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Re: Taiwan Terrain bug hunting

Demer did wonderful job on the terrain itself, now i would add these noted, missing ground objects, but I'm not 100% sure how to do that..
should i use Tacedit? should i add them into a TE or a campaign?
please let me know how to do, and i'll be up for that.
cheers
Stef
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Re: Taiwan Terrain bug hunting
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Re: Taiwan Terrain bug hunting
viewtopic.php?f=39&t=21368&st=0&sk=t&sd=a&start=40
...Just to save forum space + search-workload for the pros here...
Thank you, Tom
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Re: Taiwan Terrain bug hunting
if somebody is interested to help and to test it, contact me.
regards
Stef
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Re: Taiwan Terrain bug hunting

http://i744.photobucket.com/albums/xx87 ... 585bcd.jpg
Reason: please dont hotlink very large (file size) images. 100kb per image is ok, 300kb is not.
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Re: Taiwan Terrain bug hunting

BTW come to IRC for a chat.
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Re: Taiwan Terrain bug hunting
Reason: please dont hotlink very large (file size) images. 100kb per image is ok, 300kb is not.