Tabletop Simulator

Tabletop Simulator

+ The Resistance CS +
GiantDwarf01  [developer] 3 Jan, 2017 @ 9:47am
Bug and Issues
If you find any bugs or issues, let me know here and I'll tryand get 'em sorted out as fast as possible.
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Showing 1-15 of 31 comments
QuakeNLD  [developer] 5 Jan, 2017 @ 11:40am 
Some mistakes:

Plot Card Info (?)
Says:
are immediatly used and discared
Should be:
are immediatly used and discarded

Rogue Module
Says:
Resistance Rouge
Spy Rouge
Should be:
Resistance Rogue
Spy Rogue

In the Notepad:
Says:
"the "?" button will give you a breif explanation of what each role or option does."
Should be:
"the "?" button will give you a brief explanation of what each role or option does."

Deep Cover "?":
Deep Cover does not require a Body Guard, but a Commander


Also, a "bug". If you click "Remind me", it will repeat your role a couple of times instead of once.
Last edited by QuakeNLD; 5 Jan, 2017 @ 11:55am
GiantDwarf01  [developer] 5 Jan, 2017 @ 12:25pm 
Exactly why I am a programmer and not a writer - thanks ha, I'll get those cleaned up
Issue: We had two false commanders in our game.

Suspected problem: False Commander gets treated as a Resistance member.
thatPersian 6 Jan, 2017 @ 6:03am 
To elaborate (in very great detail) on what jiubjub said:

When the "False Commander" option is selected, sometimes a second False commander is included in replacement for a resistance member.

What actually happens here is tricky. The game will load in all the spies like normal, but will give a resistance member the identity of the false commander. This makes there two false commanders in the game, The regular one on the spy side and the extra one. As far as I can tell, the extra false commander is treated by the script as a resistance member in every way, except for the fact that he is given a red identity card that says "False Commander" on it. (He will be given two "success" cards if he is included on a mission, and he is not revealed as a spy to other spies or the commander).

The extra false commander is told the roles of all other spies in the game. Meaning in a game where there should only be three spies, the extra false commander would see 4 (The 3 real spies and himself). The real false commander, other spies, and commander would all see 3 spies, and would not see the extra false commander as another spy.

It should be restated that the person who gets the extra false commander IS A RESISTANCE MEMBER. But he/she will believe he/she is a spy because he will receive a card that says "False Commander" and be told the identities of the other spies in the game. Therefor, there are only two ways to detect whether the bug has occurred:

  1. For the extra false commander to read the identities of his spy buddies, count them, and realize that there is an extra spy in the game.
  2. For some player(s) to look at everyone’s role cards and count the number of false commander cards distributed.

I know this is a lot of information but I hope it helps murder that pesky bug! :steamhappy:
Last edited by thatPersian; 6 Jan, 2017 @ 6:06am
thatPersian 6 Jan, 2017 @ 6:09am 
Other minor bugs and weird behavior I've noticed:

The inquisitor indicator card spawns under the decorative colored border surrounding a player's hand, making the card hard for players to see.

When the "Remind me" button is clicked, it will remind all players of their roles, instead of just the player who clicked it.
GiantDwarf01  [developer] 6 Jan, 2017 @ 10:04am 
Thanks for the report ha, I managed to (theoretically) fix the bugs. The Remind Me button was orginally set up to give everyone their roles with one click because according to the offical api you couldn't grab the person who fixed it - but I guess it was included in a patch but never updated in the api docs so... It's working now and only the person who clicked it will see anything and same thing applies to the ? buttons
QuakeNLD  [developer] 8 Jan, 2017 @ 4:11am 
Okay, I want to give 2 bugs I found in a previous game, both of them have to do with the Reverser-Module:

1. It doesn't register to add in a Resistance Reverser. If you check the button, there is still no player that is a Resistance Reverser, only the Spy Reverser does work.
(Which was a bit of a letdown since I was banking once that the Resistance Reverser was on the team and would play Reverse)

2. A mission that ended with (did happen ingame):
Success - Success - Reverse
Counted as a point for the Resistance, while it should count as a point for the Spies.

A mission that ended with (did NOT happen ingame, I tested this out with Hotseats):
Success - Fail - Fail - Reverse
Counted as a point for the Spies, while it should count as a point for the Resistance.

Was unable to test a double Reverse though, since problem 1 :(.

(Edit: Trapper Module worked beautifully though xD)
(Edit 2: I need to look something up with the Plot Cards though at the moment, to my understanding is they are NOT dealt in the first mission of the game)
UPDATE: Okay, I was wrong, they ARE dealt at the start of the first mission of the game. I thought somehow that was actually an exception.

(Edit 3: Also testing out some other stuff now)

Edit 4:
Another note: Sergeant Mode is fine until now though, but the line: "You must put the Sergeant token on someone who's on the mission." is repeated 20 times.

Edit 5: The Leader is not allowed to give himself the Sergeant token, which currently IS possible. As the Leader you just place it on your Team Vote.

Edit 6: Defectors are also bugged :P.
When you play with the Resistance Defector: And there was a "Switch Allegiance", you should now be a Spy Defector. The "Remind Me" button works for that perfectly. However, if you go on a Mission, you still get Success - Success as your only option. Should then be Success - Fail.
----------------------------------
*1 day later*
-----------------------------------
Edit 7: Noticed you fixed problem 1, 2, 4 and 5 :P. Only one I still noticed was the Sergeant line repeating a lot of times (now it just says "Test")
(You get this if you place the Sergeant Token on a player that is not part of the Mission)
Last edited by QuakeNLD; 9 Jan, 2017 @ 12:05pm
QuakeNLD  [developer] 10 Jan, 2017 @ 2:35am 
Found a couple of other ones:

Hunter Module has some an issue:

When the Resistance/Spies get their third point, the Hunter of the losing side should reveal himself, currently that is not happening, instead I'm getting an error.

This is what happened when the Resistance/Spies scored their 3rd point:
Error calling Lua function missionResults: Argument is out of range Parameter name: index Error in Script, Play, onCollisionEnter function: Object reference not set to an instance of an object

PS: The Resistance in a 5/6-player game do NOT know if the Fail Card comes from a Chief or not. Only the Spy Hunter is able to know this. Maybe this is because of that I was in a Hotseat though and saw it. But I do not think they should even get that "warning".

The Resistance Rogue also has some issues, when I played a Rogue Success card (successfully), it was not revealed in the end result.
Last edited by QuakeNLD; 10 Jan, 2017 @ 2:35am
GiantDwarf01  [developer] 10 Jan, 2017 @ 12:03pm 
Originally posted by QuakeNLD:
Found a couple of other ones:

Hunter Module has some an issue:

When the Resistance/Spies get their third point, the Hunter of the losing side should reveal himself, currently that is not happening, instead I'm getting an error.

This is what happened when the Resistance/Spies scored their 3rd point:
Error calling Lua function missionResults: Argument is out of range Parameter name: index Error in Script, Play, onCollisionEnter function: Object reference not set to an instance of an object

PS: The Resistance in a 5/6-player game do NOT know if the Fail Card comes from a Chief or not. Only the Spy Hunter is able to know this. Maybe this is because of that I was in a Hotseat though and saw it. But I do not think they should even get that "warning".

The Resistance Rogue also has some issues, when I played a Rogue Success card (successfully), it was not revealed in the end result.

Hmm I couldn't replicate your first issue, maybe its possible something was deleted or maybe someone left the game?

As for the other issues, I fixed the Warning thing (just removed it and made it to the spy hunter only). And the resistance rogue one (heh rogue one) when you pointed out i mispelled rogue i renamed everything and forgot to rename the cards ha.
QuakeNLD  [developer] 14 Jan, 2017 @ 1:37am 
I mean I'm getting those errors when:

I tested these things with HotSeat and play with Hunter & Chief Mode (5 players).

Then I played until I had 3 Resistance Points in total, at this point the Resistance Hunter should come forward. This happened now, but I couldn't some reason actually choose somebody, the character card didn't work, and nothing spawned. Instead I gotten these errors.
Aeternus 7 Aug, 2017 @ 10:41pm 
Hi, when me and some friends were playing, the approve and reject tokens were spawning under the table, wanted to know if this was a bug with a newer tabletop sim version, or if we need to change some setting. Thanks!
SuperPenguin 7 Aug, 2017 @ 11:25pm 
Originally posted by Aeternus:
Hi, when me and some friends were playing, the approve and reject tokens were spawning under the table, wanted to know if this was a bug with a newer tabletop sim version, or if we need to change some setting. Thanks!
we had the exact same issue
GiantDwarf01  [developer] 7 Aug, 2017 @ 11:39pm 
Originally posted by Aeternus:
Hi, when me and some friends were playing, the approve and reject tokens were spawning under the table, wanted to know if this was a bug with a newer tabletop sim version, or if we need to change some setting. Thanks!


Originally posted by Psychoboy:
Originally posted by Aeternus:
Hi, when me and some friends were playing, the approve and reject tokens were spawning under the table, wanted to know if this was a bug with a newer tabletop sim version, or if we need to change some setting. Thanks!
we had the exact same issue

The new TTS update must've messed with some stuff, sorry about that. Everything *should* be fixed now
PhailedGamer 16 Sep, 2017 @ 6:17pm 
So my friends and I just tried this out as we usually play Resistance in Vassal. A couple of problems that we ran into that are just issues that occur if mistakes are made but you may want to look into them as they will cause the scripting to cease responding and effectively require a game restart (at least, that's what we had to do twice before giving it up).

The first issue that occurred was an issue with hand area and token placement. When picking a team, the placement area for the team token is so close to the hand, it was pretty easy to accidentally place the token into the players hand instead of on the board. For some reason, the players that this happened to were unable to extract the team token from out of their hand. The crash came in when I hit the <- function in order to attempt to return to an earlier point where the token was not in their hand. This caused all scripting to fail and required a restart.

The second time we had a problem, one of the team members accidentally put their "Fail/Success" face up in the card area. We pulled the card off and placed it facedown which progressed the game to the next step but failed to place a success/win token on the board and the game could no longer continue.

The final issue that came up is something that occurred when the scripting did a count of success/fail on the mission. When it laid out the cards to the side, it only showed the card backs and never the Success/Fail side of the card. The very first round seemed to work fine. Every round after, the results only displayed the card backs.

Not sure if anyone else has had any of these issues and I realize that two of these are primarily player errors, I thought you might want to know about them in case there are checks that can be instituted or that need to be reexamined.

Thank you.
GiantDwarf01  [developer] 22 Sep, 2017 @ 5:06pm 
Hi Wrathborn - the first issue is a cheat prevention mechanic - to stop non-leaders from just grabbing the tokens and assigning themselves. The leader can grab it out, or if you just drop the tokens on the boarders it'll snap to place. Scripts usually don't like the Rewind functions - it's possible to get them working but with this game there's so much going on it has to trasck that I haven't gotten around to implemmenting it yet.

The other errors - there seems to be an issue with the latest TTS update that's screwing with object moving and such... Not entirely sure why yet but I'll keep looking into it.
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