1.04 Bugs In 2.0...?
Savant
Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
<div class="IPBDescription">Let's cover all the bases...</div> We're in the home stretch on 2.0, and we're bug testing hard. However, I do recall many small bugs in 1.04 that I used to say to myself "I've gotta mention this so it can get fixed." While most bugs have been fixed, there may be leftover bugs from 1.04 that should be fixed for 2.0 that we may be overlooking since we're USED to it.
So I'm publicly asking folks to post to this thread any bugs that you noted in 1.04 that you haven't seen addressed in the 2.0 changelogs. Please keep the following in mind before you post:
-This is <b>not</b> a debate thread, please don't reply to messages about bugs
-This is <b>not</b> a balance issue thread, please no posts on balance
-This is <b>not</b> an exploit thread, please no posts on exploits
-Post bugs that you know exist in 1.04, and that you haven't seen word have been fixed in 2.0
-Don't reply to posts or post 'me too' posts, bugs only please
-Map issues are not considered bugs for the sake of this message, post in map forum please
-Please try and post steps to reproduce the problem if at all possible
-No posts on skulk bite, it has been worked on (even if it isn't 100%, it's better than before)
If this works then we'll be trying to repro any of these bugs in 2.0 and then we will post to the bug forum to get them fixed. I'm sure there will be many posts on bugs that have been fixed, but if we catch any unfixed bugs then it will have been worth the effort in posting this.
However if people start posting piles of non-bug related posts to this thread then I'll ask a mod to delete it and we'll have to hope that we catch them ourselves. So please don't spoil it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Regards,
Savant
So I'm publicly asking folks to post to this thread any bugs that you noted in 1.04 that you haven't seen addressed in the 2.0 changelogs. Please keep the following in mind before you post:
-This is <b>not</b> a debate thread, please don't reply to messages about bugs
-This is <b>not</b> a balance issue thread, please no posts on balance
-This is <b>not</b> an exploit thread, please no posts on exploits
-Post bugs that you know exist in 1.04, and that you haven't seen word have been fixed in 2.0
-Don't reply to posts or post 'me too' posts, bugs only please
-Map issues are not considered bugs for the sake of this message, post in map forum please
-Please try and post steps to reproduce the problem if at all possible
-No posts on skulk bite, it has been worked on (even if it isn't 100%, it's better than before)
If this works then we'll be trying to repro any of these bugs in 2.0 and then we will post to the bug forum to get them fixed. I'm sure there will be many posts on bugs that have been fixed, but if we catch any unfixed bugs then it will have been worth the effort in posting this.
However if people start posting piles of non-bug related posts to this thread then I'll ask a mod to delete it and we'll have to hope that we catch them ourselves. So please don't spoil it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Regards,
Savant
Comments
I've always wondered why hl mods never use some sort of OSS defect tracker. <a href='http://mantisbt.sourceforge.net/' target='_blank'>Mantis</a> can be set up in about fifteen minutes. <a href='http://www.bugzilla.org/' target='_blank'>Bugzilla</a> is only slightly more involved, and handles public accounts better.
Marine models looks differently when they get out of the comm chair, especially the heavy armor model.
<b>Phase Gate Telefrag</b>
Once I was given heavy armor, only to phase through and get fragged by the marine who phased after me. Yes I quickly jumped away to avoid this. What a waste of res <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
<b>Gorge Webbing You</b>
Sometimes when I meet a gorge, he tries to web me, so I stand still to avoid running into the webs, but sometimes I still get webbed? Is this a bug at all? I've tried the same thing with heavy armor and a welder! <i>Not a bug. If a gorge makes a web with strands on either side of you, it *will* catch you even if you are stationary. --coil</i>
not sure what causes this but i havent seen it addressed in the changelogs.
(sorry if this is fixed by putting the ammo into your gun first, I just wanted to make sure)
<i>fixed. --coil</i>
- RD
<i>Due to the complexity of NS architecture, wallstrafing has determined to be a nominal issue and not worth the headache required to correct it. --coil</i>
Structure animations keep restarting - eg if you phase back to base you see the observatory unfurl itself again as you arrive.
Sometimes animations don't seem to run - eg the observatory doesn't scan backwards and forwards, or the "upgrading" wobble of a structure isn't visible.
If a structure is damaged while unbuilt it switches to its "built" shape.
Some structures, especially the armory, often show full health even when they're damaged.
The command chair doesn't always close fully when occupied.
If you recycle a resource nozzle, the nanosludge fountain doesn't reappear.
When you recycle a structure it plays the "build complete" animation once, forward. This looks very odd. Surely it should play it backwards once and then rest in the "unbuilt" state.
When a turret factory is destroyed (or maybe recycled), sometimes turrets seem to keep playing the "firing" animation.
Structures being too close together can cause really bad problems selecting them as commander.
Nearly half the time when you right-click as commander you get "Invalid order".
When you left-click to place a structure, it sets an automatic "Build structure" waypoint. This is helpful, but it sometimes "misses" and places a nearby "Move to waypoint" instead. Worse, if you fail to place the structure (eg through lack of resources), you still get a "Move to waypoint".
You can't (easily) build a resource nozzle close to another one (eg Hera or such masterpieces as siege006).
When you leave the comm chair you can get stuck on a nearby structure.
You always spawn facing the same way, regardless of the direction set by the mapper. Particularly bad for something like Hera's readyroom where you materialise facing the back of your spawn alcove rather than facing out of it.
The HMG and LMG don't always correctly show the about of spare ammo (eg the LMG may show anything between 225 and 250 when full).
I second the complaint about the armory auto-reload of a half-clip. The armory used to work fine when it did a whole clip at a time. Why can't the armory give whole clips, maybe slower if necessary?
When onos appear in the readyroom, their feet sink into the floor.
Sieges often fail to fire when manually sighted by marines; perhaps exacerbated by a nearby observatory.
devicenull has joined the game.
devicenull has joined the game.
Flashlight lighting up the area around marines (I think this is what causes it, it never appears for my player, only others)
On ns_nothing, right before the tunnel to powersilo, Omnious Kismit (horrible spelling, and I think thats it, Ill check) you can blink into the thing on the corner and be trapped until you kill yourself (/stuck dosent work) (See attached image)
I'll post if I think of more..
Edit: Don't allow marines to "stack" buildings
Last night the server I frequent decided to try out the newly released ns_fenris. Everyone was running around exploring when one of the marines fell onto the shimmering blue floor of the EMP Chamber. I assume that it was supposed to kill him, but instead he was turned into a "zombie". He had 0 hp and 0 armor, his view was turned sideways as if he had just died, but he could move and attack normally. Most importantly, he was completely invulnerable. He could not be healed and could not be killed. We later found that the bug affected aliens as well, though they would become mortal again if they ever went into gestating form.
Perhaps the PTs/Vets want to experiment and make sure this bug doesn't affect any other maps with environmental hazards?
- Can't recycle turrets if TF has already been recycled or destroyed.
- Can't upgrade certain structures (armoury esp.) sometimes, but it still takes the res.
- As alien if you evolve on top of a grate/stairs you often end up under the grate/stairs when you finish evolving (usually can't get out without MC or killing yourself).
- Inivisible scan sweeps.
- Sound doesnt always play when you drop a building/med/ammo pack.
- If you kill someone with leap or charge but switch weapon before they die the new weapon shows as the killer (2-hive xeno kills as skulk, primalscream kills as onos).
- Can't drop med packs directly under hives (very annoying in EC hive on eclipse and sewer hive on caged).
It might be the same for the armory
Edit: Thought of another:
You can recycle your starting RT before the game starts..
When no one is aliens and you are marine.. you can get in the cc and recycle your starting RT
All access to the comm chair should be disabled before game starts
-When you recycle turrets they play the attack animation (but dont do damage or anything)
-When the comm chair is attacked it opens up
-When an unbuild res node is attacked it plays the "built" animation
If you have weapon/armour upgrades and the arms lab get's destroyed you keep everything. Same as Motion Tracking, if you lose the Obs.
Same for Aliens too, if you have two hives, MT and DCs, then you lose a hive you can still upgrade from the MT and DC.
Things like this can make the games last longer than neccesary... E.g. You take a hive but Skulks still have Celerity and Carapace so they have an advantage. For Aliens it would make them attack the base more and try to take the Arms Lab, which hardly ever happens.
- You can't see the health of the advanced tf at all
- Sometimes you can't see the health of other buildings(Happened with the comm chair on hera)
- If you use lastinv while your webbed you can see your weapon, but not fire them
- If rts are closed together you can't build them properly(Showed up in 1.04)
- If rts are above/below each other you can only build on(Showed up in 1.04)
- Sometimes when you lose your 1st, 2nd or 3rd hive and rebuild one of them you the upgrades won't work right. You can't place DCs but you can place SC even when you don't have 2 or 3 hives. You can place Movement chambers with 1 hive if you lost your second or original hive. I think it has something to do with the Hive that you lose, when your starting hive goes down, and your 2nd hive, but you rebuild the 2nd hive, its as if you had lost all your first hive abilities, but still have second hive abilities.
- Sometimes the models and objects you are trying to place don't draw properly. Like, that little outline of the medpack/building you are trying to place won't show at all.
- Waypoints/Build Points/all comm orders given to marines by some sort of 'point' don't draw properly for the comm.
- Sometimes marine healthbars and building healthbar's do not draw properly for the comm.
I do believe all of these issues are lag releated. My lag is a anywhere from 200-500, and all of the above said bugs nearly always happen for me.
Additionally: provide EVERY bit of information you can about a bug. If it's reproduceable, it's fixable. If you say "sometimes my gun doesn't make sound," we can't do anything because we have no information about the when, where, or why.</span></b>
Not sure if this applies to armouries only or any structure that can be upgraded.
Cant remember when this happened, but i remember the comm dropped 5 st's after the TF was dropped, the tf was then recycled (because of an attack that the comm thought we wouldnt win), when the next was placed, we built it, and as if by magic all the sentry guns turned on and began firing, even tho they were unbuilt.
is that a unique case or has it been addressed before?
Sorry and Thx.
It happens on many maps, and also on locations that arent "bugged" relocation spots.
Placing tech structures:
- too close to eachother
- part of them inside walls
and/or
- placing mines too close around them AFTER they are build
makes selecting one of them nearly impossible, and can:
- as stated above eat your money without upgrading
- not show the upgrade bar, but still upgrade
- always select another structure and not the chosen one even if its a newly placed one(bug persists).
Sometimes, if the commander changes, the new commander CAN, sometimes he also CANT upgrade.
Again, delete me if I m wrong. Good Job Guys.
When you have a building or medpack or something like that selected on your cursor, you can right click to let it disappear from the cursor, but it only disappears! If you click left you will drop the medpack.
i've also seen unbuilt sentries fire in 1.04. I even have a pic but its on my home pc. Posted somewhere on the forums could still be here
Just to glom onto this and give a bit more information.
If you are in the process of reloading your weapon and then go over and start building a structure, you will build for about .5 second then you will see your weapon start to reload for .5 second and then build for .5 second ad nasuem.
Now building is taking place, it's not "tricking" you about that, but it's happening so slowly...
It's real annoying if you drive a skulk away from base and are out of ammo and need to build that turret....
Also, and maybe this is something to do with my personal computer settings, if I am comm and have to hop out to build something real quick or shoot a skulk eating my IP, I can't always get back into the chair, once I never could get back in and several other times it has taken me several attempts while the marines are screaming for health and/or ammo, structures, tanks, battleships, etc.
Good for freaking out lone gorges <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->