Questions About 2.0 That I'm Intrigued About
Young_Trotsky
Join Date: 2003-01-14 Member: 12285Members
<div class="IPBDescription">Just a few minor things</div> OK, a list of minor things that annoy me in 1.04 and wonder if they have been fixed yet:
- Marine structures sink in some places where it looks like they should blatently be fine(probly a mapping bug).
- Can't recycle upgraded armoury, advanced TF, siege cannons.
- Parasiting a comm chair results in a permanent parasite blip even the chair is destroyed.
- Commander mini-map blips stay even after the building has been destroyed or mine has blown up (I think Flayra said he was fixing this one soon).
- Alien structures that sink still count towards the chamber limit (very annoying).
- In many places on ns_caged and the ec hive on ns_eclipse some structures cannot be selected and so you cannot get upgrades if your arms/proto/armoury/tf is in any of these places (makes hive relocation a nightmare if the comm doesnt know about the bug).
- In some places on certain maps (eg, sewer hive on ns_caged, ec hive on ns_eclipse) it is impossible to drop medpacks/ammo/structures under the hive.
OK I think that's about it, if any PT/Vet/Dev knows that any of these have been fixed your wisdom will be much appreciated <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->. If these things havent been fixed maybe you could try it if it's not going to take much work? Would be awesome to get rid of those bugs.
[EDIT] I just had an idea, what if marines and structures had different parasite colours? Marines could be yellow and structures could be green. This would be really useful as atm I often find myself planning sneaky attacks on a res node <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> [/EDIT]
- Marine structures sink in some places where it looks like they should blatently be fine(probly a mapping bug).
- Can't recycle upgraded armoury, advanced TF, siege cannons.
- Parasiting a comm chair results in a permanent parasite blip even the chair is destroyed.
- Commander mini-map blips stay even after the building has been destroyed or mine has blown up (I think Flayra said he was fixing this one soon).
- Alien structures that sink still count towards the chamber limit (very annoying).
- In many places on ns_caged and the ec hive on ns_eclipse some structures cannot be selected and so you cannot get upgrades if your arms/proto/armoury/tf is in any of these places (makes hive relocation a nightmare if the comm doesnt know about the bug).
- In some places on certain maps (eg, sewer hive on ns_caged, ec hive on ns_eclipse) it is impossible to drop medpacks/ammo/structures under the hive.
OK I think that's about it, if any PT/Vet/Dev knows that any of these have been fixed your wisdom will be much appreciated <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->. If these things havent been fixed maybe you could try it if it's not going to take much work? Would be awesome to get rid of those bugs.
[EDIT] I just had an idea, what if marines and structures had different parasite colours? Marines could be yellow and structures could be green. This would be really useful as atm I often find myself planning sneaky attacks on a res node <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> [/EDIT]
Comments
Plus I think that bug is the cuase of the Gun reloading sound bug (sounds like someone is getting out of the chair) when ever you enter and leave the room where the commchair was.
Ergo, will the dev team know about them ? Yes.
Therefore, if they're important enough, it follows the dev team will fix them ? Yes.
Specifically:
<!--QuoteBegin--Flayra+--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Giving orders and dropping health/ammo/weapons works in almost all places (any areas where it doesn't work should be fixed by the mapper)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Thats from the latest changelog.
This isnt a bug, with tournament mode disabled the marine start has ambient sounds of weapons being reloaded to signal to new aliens that they are near the marine start. Whoever thought this idea up probably did so long before relocation became fashionable on pub servers.
As for the original questions, in order:
- Still happens
- Should be fixed
- Not tried it
- Should be fixed
- Very unlikely to ever change
- Should be fixed
- Should be fixed
It was probably closed because the devs know most of the bugs. However, Trotsky wants to know if they've been corrected. They are two separate things.
Personally, I'd like to know how the capped airspeed has "nerfed" (I use the word reluctantly) the skulk's leap. It was pretty damn useful at closing the gap between you and that marine while making it hard for him to hit you; how is it now?
No it's not, it is a question about 2.0...
Ergo, will the dev team know about them ? Yes.
Therefore, if they're important enough, it follows the dev team will fix them ? Yes.
Specifically:
<!--QuoteBegin--Flayra+--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Giving orders and dropping health/ammo/weapons works in almost all places (any areas where it doesn't work should be fixed by the mapper)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Thats from the latest changelog. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
No need for that tone mate, we're all friends here, a simple "I woudl imagine those bugs are well known to the dev's so will probably be fixed" would be just fine. Besides, you don't actually <i>know</i> that the problems are well known and likely to be fixed, so that post wasn't really beneficial to this thread.
Specifically, whenever a marine spawns that sound can be heard where the marines spawn in for the first time of the round(where they would spawn if distress beacon was used).
Firstly, no tone intended at all I assure you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Secondly, I was basically saying is that whilst I can't conclusively answer all those questions, they <b>are</b> all well known bugs so if they are a high priority they will get fixed. It's better then 'don't know' isn't it ? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Thirdly, I was showing that if you look in beta forum you'll find out the answers to some of your questions. From reading it you can see the latest patch which I quoted out of was mainly all bug fixes, and the trend will probably continue over the next couple of patches.
But there's a database with hundreds of bugs, so don't worry <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> (That's what the devs keep telling us vets as well!)