Mega Man RPG Prototype Bug Reports

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Official Known Bugs and Issues Thread

January 14th, 2014 at 10:52pm
 
Developer
Ageman20XX
Ageman20XX
8,016,800 BP
207 TP | 538 PP
The current version of the prototype has many bugs, as will many version in the future. This is inevitable, all we can do is fix them as they come up and then move on.

Some bugs and issues, however, do not want us to move on. Unfortunately there are some quirks with the prototype that I have not been able to fix yet and unfortunately get reported a lot. I would like to list the most common ones here so that you know you are not alone in your struggles and we are aware of the issue.

Items will be taken off this list when/if they ever get fixed, but until then you just have to deal with 'em. Let's get started!



* This game only works in modern, updated browsers like Chrome, Firefox, and Safari. Opera is iffy and Internet Explorer is just a "no". If you use one of the less-than-desirable browsers and it doesn't work properly you're on your own. Browsers are free, downloads are small, and dealing with Microsoft's backward system is not on my list of priorities. Sorry. :|

* Even though the games works fairly well in modern browsers, it can still lag sometimes and has a really nasty crashing bug its tab goes inactive during a battle. If the transitions are too choppy you should lower your message speed in the "Options" menu, and if you need to switch tabs click the little pause button at the top of the battle window before you do (or wait until you're back at the main menu again). You've been warned.

* Every single turn your actions are sent back to the server and the results sent back to you after being calculated. If your browser session somehow expires while you're in the middle of a battle (maybe you have aggressive cookie settings, maybe you left the battle idle for way too long, etc.) the entire battle will be ruined and you'll have to start over. Hundreds of robots will appear on-screen in a glitched out manner and you will not be able to do anything constructive so don't try. Reload the prototype and see if you need to log in again.

* Slightly related to above issue, sometimes there will be a fatal error on the server and the battle will be unable to continue causing an endless "Loading..." screen. After a set amount of time, an alert will appear asking you if you want to resend your last action, but most of the time it will not work and the battle may need to be restarted entirely. This is obviously a game-breaking bug that should be fixed, but at the moment it's incredibly hard to diagnose. At the very least, any experience points earned in battle before the bug occurs will NOT be lost.


I know this issues are really annoying and can make your throw the mouse across the room, but please understand that I will fix them as soon as I am capable and I feeeeeeeel your pain. Thank you for baring with me and these bugs and thank you soooo much for playing the prototype! :D
Official Known Bugs and Issues Thread
Posted by Ageman20XX on January 14th, 2014 at 10:52pm
Viewed 8385 Times
 
Moderator
TheDoc
14,473,900 BP
3 TP | 718 PP
Posted on January 14th, 2014 at 11:31pm
Posted 2014/01/14 at 11:31pm
#1
Sometimes the game will just crash while loading. This usually happens when I am going back to the mission screen from another page, be it a battle, robot editor, or saving. What happens is that the game "loads" for a very long time (like half a minute), and after that, it takes me to a screen that says:

"Fatal error: Maximum execution time of 30 seconds exceeded in /home/pluto1/public_html/roots/megamanpoweredup.net/rpg2k11/data/functions/prototype_mission-player.php on line XX"

XX has been many things in the past. It was once line 99, once it was line 54, and once it was line 34 I think? Either way that's what I see. I then must restart the prototype. There are no warning signs; this error can happen at any time (although it most often happens after a battle).
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Shadownnico
36,275,400 BP
13 TP | 181 PP
Posted on January 15th, 2014 at 12:37pm
Posted 2014/01/15 at 12:37pm
#2
While collecting Fusion Stars, I noticed that suddently the enemy levels started to appear as >100 in the preview.
Wat
While it says levels 104-100 (104 being first for some reason), upon battling everyone is on level 100. Still, it's weird
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Developer
Ageman20XX
8,016,800 BP
207 TP | 538 PP
Posted on January 15th, 2014 at 1:27pm
Posted 2014/01/15 at 1:27pm
#3
Wow, either you've replayed those stages many, MANY times (they go up by one level per victory) or the difficulty logic is acting up (pretty sure it's the latter). Also, there should definitely be a cap at Lv. 100 so I have to tweak the mission generation logic again. Thanks!
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Developer
Ageman20XX
8,016,800 BP
207 TP | 538 PP
Posted on January 18th, 2014 at 1:37am
Posted 2014/01/18 at 1:37am
#4
@Shadownnico : I think I've fixed the issue with the field levels. I made it so that field levels cannot exceed 100 anymore, as it should have been. Any of your fields that have already accidentally gone to level 100 cannot be reverted and will continue to be that high, I but I believe all your other fields and all future ones will behave normally now. Sorry about that.
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Moderator
TheDoc
14,473,900 BP
3 TP | 718 PP
Posted on January 18th, 2014 at 10:38pm Edited on 2014/01/18 at 10:43pm
Posted 2014/01/18 at 10:38pm Edited 2014/01/18 at 10:43pm
#5
My bug at the top of the thread hasn't showed up since you migrated servers so THANK GAWD.

However, I've noticed that everytime I'm about to landing the finishing blow on the opposing team in a player battle (literally EVERY time), the game goes into a never-ending loading cycle. As soon as I choose the attack that I know will win, that ability box says loading as usual as I wait for my player to make its move, but it never does. Ever. It's not a patience problem; I have waited for 5 minutes on end, but in the end I simply had to restart the game. If a robot leveled up, however, they stayed leveled up when I restart the game. Not sure about BP yet, but I can check.

EDIT: I THINK I get BP for it, but it doesn't show up as a "victory".
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Moderator
TheDoc
14,473,900 BP
3 TP | 718 PP
Posted on January 18th, 2014 at 11:30pm Edited on 2014/01/19 at 12:03am
Posted 2014/01/18 at 11:30pm Edited 2014/01/19 at 12:03am
#6
I am starting to experience the long loading that leads to a blank screen as mentioned in my topmost post, but instead of saying, "Fatal error: Maximum execution time of 30 seconds exceeded in /home/pluto1/public_html/roots/megamanpoweredup.net/rpg2k11/data/functions/prototype_mission-player.php on line XX", it just doesn't say anything. As mentioned before, this error is unpredictable and can happen at anytime, although it seems to happen only when going back to the home screen, be it from the robot editor, save screen, or after a battle.

EDIT: I found another bug, quite strange. Super Arm appears to always switch secondary types every battle I go in, even though it has none. For example, once it was the Impact/Water type, another time it was Impact/Fire type, and yet another it was Impact/Nature. It's always just Impact when viewing it in the Robot Editor, however.
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Contributor
Brorman
3,680,000 BP
15 TP | 139 PP
Posted on January 19th, 2014 at 5:11am
Posted 2014/01/19 at 5:11am
#7
That isn't a bug, it's a feature of the ability. Secondary type changes according to the type the stage is.
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Developer
Ageman20XX
8,016,800 BP
207 TP | 538 PP
Posted on January 19th, 2014 at 11:13pm
Posted 2014/01/19 at 11:13pm
#8
The general forever-loading or blank screen bugs are almost always memory overloads or timeouts, and I'm constantly looking for ways to reduce or fix them. Keep on reporting them, but know that it's going to be a long and drawn-out process for me to fix them all.

That being said, I did fix the issue with the player battles and (unless you trigger a totally unrelated bug) you should be able to finish the battles fine now and get your hard-earned battle points. Sorry for the trouble!

Lastly, yes, the Super Arm takes on the current field type as it's secondary typing. The only field that the Super Arm is not dual-type on is the Mountain Mines (because it is Impact already). This was on purpose and (I think) a pretty cool mechanic. :)
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Administrator
MegaBossMan
33,245,300 BP
52 TP | 1725 PP
Posted on January 20th, 2014 at 2:20pm
Posted 2014/01/20 at 2:20pm
#9
One thing, it is not something big but I was fighting SpinStrike player data in battle and Mega Man taunted my Heat Man by saying "Stand down, Bass! I don't want to fight you! Man Mega Man might need glasses cause Heat Man does NOT look like Bass:D
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megaprotobassman
3,465,600 BP
4 TP | 138 PP
Posted on January 20th, 2014 at 2:24pm
Posted 2014/01/20 at 2:24pm
#10
funny joke
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megaprotobassman
3,465,600 BP
4 TP | 138 PP
Posted on January 20th, 2014 at 2:31pm
Posted 2014/01/20 at 2:31pm
#11
you know what was make sense?if dive man was taunt megaman and say "bass?well a target is a target" you know what i mean clownbossman
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Administrator
MegaBossMan
33,245,300 BP
52 TP | 1725 PP
Posted on January 28th, 2014 at 12:52am
Posted 2014/01/28 at 12:52am
#12
Once again, fighting SpinStrike data, "Stand down Metal Man" when talking to Bubble Man.
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Administrator
MegaBossMan
33,245,300 BP
52 TP | 1725 PP
Posted on January 28th, 2014 at 12:54pm
Posted 2014/01/28 at 12:54pm
#13
Ok, since I didn't know how to take a picture even though you guys told me a bunch of times ( I even downloaded photobucket), there was Keepman's met and my Bubble Man. I used Bubble Bomb and it killed it, but then it used met shot and missed. Wily was then in the defeat position and the Met was still alive. Bubble Man was still alive too, despite Wily in defeat.
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TailsMK4Omega
18,921,100 BP
20 TP | 467 PP
Posted on January 28th, 2014 at 1:36pm Edited on 2014/01/28 at 1:49pm
Posted 2014/01/28 at 1:36pm Edited 2014/01/28 at 1:49pm
#14
I'm now experiencing more of the endless loading in battle. The past few times I tried to fight (in this case, Time Man versus a Met), it stays on loading. I really want to get all of my robots to level 100, but I don't want it to be tedious...like it is already getting Fusion Stars.

EDIT: Now I can't battle at all. Whenever I pick an action, it just keeps loading.
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Administrator
MegaBossMan
33,245,300 BP
52 TP | 1725 PP
Posted on January 28th, 2014 at 1:42pm
Posted 2014/01/28 at 1:42pm
#15
I would suggest playing the player battles. It doesn't load endlessly but if you can't, then I can't help.
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TailsMK4Omega
18,921,100 BP
20 TP | 467 PP
Posted on January 28th, 2014 at 1:49pm Edited on 2014/01/28 at 1:51pm
Posted 2014/01/28 at 1:49pm Edited 2014/01/28 at 1:51pm
#16
Player battles are not a good option for me at this point. The robots I'm trying to train literally start out in single digit levels. They would get murdered in the battles.

EDIT: Well, I guess I'll just take my strongest robot and use the battles to train my weaker robots...
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Administrator
MegaBossMan
33,245,300 BP
52 TP | 1725 PP
Posted on January 28th, 2014 at 1:52pm
Posted 2014/01/28 at 1:52pm
#17
When it loads endlessly, press reload. Try to play on a modern browser like chrome. That's all I can help you with.
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TailsMK4Omega
18,921,100 BP
20 TP | 467 PP
Posted on January 28th, 2014 at 11:37pm Edited on 2014/01/28 at 11:49pm
Posted 2014/01/28 at 11:37pm Edited 2014/01/28 at 11:49pm
#18
So it seems that the majority of the time I get the never-ending loading, it's against a mecha. It occurs far less often with Robot Masters. This loading bug is making Fusion Stars almost impossible to collect...and rather, I noticed that this problem is getting worse. I never had this problem until around yesterday. Prior to that, all of my battles in my...3 or 4 days being here went flawlessly programming-wise. Now I encounter the problem almost every battle.

EDIT: I say this now and I've gone through 4-5 battles in a row without restarting. I'll still keep this up, though...
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Developer
Ageman20XX
8,016,800 BP
207 TP | 538 PP
Posted on January 29th, 2014 at 1:24pm
Posted 2014/01/29 at 1:24pm
#19
While I don't like the bug forum being used as a chatroom, legitimate information about the bugs we're discussing is always helpful. Details like this help me track down the source of the bug much easier and determine where in the code I should be looking. For those who are unaware, the amount of code required for this game is easily over several hundred thousand lines separates across hundreds of files, so any piece of information that helps me narrow it down to only a few files is very, very much appreciated.

That being said, I'm still working on finding a fix to this bug. :| Thank you all for your patience!
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Gigggas
2,457,500 BP
4 TP | 26 PP
Posted on February 1st, 2014 at 5:20pm Edited on 2014/02/05 at 6:00am
Posted 2014/02/01 at 5:20pm Edited 2014/02/05 at 6:00am
#20
I've been recording instances of when the endless loading glitch occurs, and I'm not seeing any patterns for the battles that it occurs in. It usually happens after I select my first or second move, but it can also occur near the end of a battle. It can occur whether I select my first move as fast as possible or wait a minute or two before doing so. There doesn't seem to be much consistency. I can start a battle that freezes after my first move is selected, yet when I repeat the exact same battle in exactly the same way, with the same first move selected, it doesn't happen again. Here's an example I recorded:

Arena: Sky Sewers
Team: Oil Man, Ice Man, Fire Man, Bomb Man
Enemy Team: Toad Man, Robo Fishtot, Dust Man, Fan Fiend
Oil Man - turn #1: selected Bubble Lead -> Toad Man
-GAME FROZE-
-RELOADED PAGE-
+Repeated same battle as above exactly, did not freeze; Only difference was order of enemy Team (Dust Man and Fan Fiend swapped places) and the mechas in the background (instead of being all Fishtots, there were now a few Fiends mixed in).

However, despite being inconsistent, the endless loading glitch seems to occur more often when there are more players online or while I am collecting stars. Sometimes, I can play for over 30 minutes without it ever happening, but then after it starts happening, it usually occurs frequently every 1-3 battles (though not always).

If I had to guess, this problem seems to be caused by something that players can't directly see and that has a random nature that occasionally glitches or reaches an invalid state. I have some theories:
1. Perhaps enemy robot masters and/or mechas sometimes glitch and randomly select invalid attacks or options.
2. Perhaps when a player logins, starts up the prototype, or begins a battle, the server's connection to any currently active battles is broken.
3. Perhaps this is primarily a network issue that is mostly unrelated to the contents of the battles. It could be related to the players' web browser caches or the quality of their internet connection.

I'll continue doing research into this issue.

EDIT: As of right now, I have gotten the endless loading glitch 6 times in a row by using Ice Man on Dr. Light's intro field. It usually happens on the first or second turn. I may do additional testing on the intro field sometime later.

EDIT2: I have gotten the endless loading glitch 100% of the time when using powerful ice attacks from Ice Man in Dr. Light's intro field, almost always on turn #1. This has even occured just now, while I am the only person online. The glitch does not occur when I use non-damaging moves, and it seems to take longer to happen if I use attack swap to weaken my Ice Man's attack (I can use several damaging moves before the freezing happens). Based on this, it seems that OHKOs might be contributing to this glitch. I'll continue to investigate.

EDIT3: I have gotten the endless loading glitch several more times in a row while collecting stars. It seems to only happen when an enemy is about to be defeated by the attack I select. This glitch does not seem to happen in player battles. I recall that in the past this glitch would occur occasionally while I did the bonus field 2 battles, so I don't think it is directly caused by mechas.
I have been able to cause the glitch with Ice Man on Dr. Wily's intro field as well. Strangely, it will occasionally let me get in 1 successful attack to OHKO a met, but the next attack causes the glitch. I'll continue looking into it, but it definitely seems that the problem happens during calculations involving dying enemies.
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