if marines have reloacted the respawn sound still plays at marine start and if you use the distress beacon they will respawn at the origonal marine start.
hmg and hmg_hv's shoot_empty animation = its shoot animation. This means when you shoot an empty hmg, it looks just like youre shooting one with ammo...except you arent shooting anything out. Ingame, the shoot_empty animation also has the muzzle flash...played just like it IS shooting something.
I hope you guys get what i mean, if not, shoot an empty hmg and youll get it.
OK, here's a batch of replies for some of the posts.
Deacon wrote: <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Trivial: Occasionally, /sound/weapons/lmg_draw.wav plays at the original marine spawn. Hard to notice above the regular marine din, but obvious when the marines have reloaded.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->It may be trivial, but this is EXACTLY the kind of thing I was thinking of. I completely forgot about this since relocation doesn't happen nearly as often as it used to. I've reported this one since it is easily repro'ed.
Go|iath wrote: <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hera fall bug. If you are in the secret room in hera RR, and you type jointeamone, you spawn on the roof instead of the floor. Thus losing most of you health due to fall damage (this only works at start of round where you dont get spawned by the IP. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Hera has had a major overhaul, so I'm not sure if this problem still exists. However, I will try it the next time I'm on and Hera comes up.
J1mmyZ wrote: <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Commander weilds his gun wrong after he gets out of the Comm Chair<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Commander mode has been completely reworked, this should no longer occur. (I haven't seen it happen)
Aezay wrote: <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Phase Gate Telefrag ... Gorge Webbing You<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->That's not really a bug, but it doesn't happen very often. Since you have to click use on the phase gate, people don't usually end up on top of one another like they used to. Gorge webbing is a sticky topic. (pun intended <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ) Yes I know that the webs aren't supposed to catch a stationary marine, but they can on occasion. Since webs are now a hive <b>three</b> weapon, by the time you see webs it's likely over for the marine team anyway.
Mythr1l wrote: <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->sometimes when i first join a game, one of the weapons apears blanked out, like i got no ammo for it, this means the weapon doesnt play sound or sprite, thus meaning u never miss with the pistol, it goes away once you respawn. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->I've had this happen to me once in 1.04, but not in 2.0 at all. I know what you mean about it being red though. If you could eproduce it then I could try to reproduce it in 2.0, otherwise not much we can do with this.
Roger Dodger wrote: <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Was the speed strafe against walls a feature an exploit or a bug?? Altho useable by aliens and rines i dont think it was intended on purpose.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Actually this is a Half-Life issue, as I can do this in TFC pretty easily. (since most TFC maps have lots of long walls) Given the complex nature of NS maps I don't think this is something we need to worry about.
KMO wrote: <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Structure animations keep restarting - eg if you phase back to base you see the observatory unfurl itself again as you arrive.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Haven't seen that happen for a long time. I'll watch the next time I'm in a game. As for oher animations, they are usually handled by someone other than Flayra. (unless it's something that is a code problem as compared to an issue with the animation itself) <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If you recycle a resource nozzle, the nanosludge fountain doesn't reappear.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Fixed <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->I know what you mean. However, I think that would require a second set of animations. (I'm not 100% sure, but I was told that animations can't be run in reverse) So this is sorta as good as it gets without making a full set of recycle animations. <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Structures being too close together can cause really bad problems selecting them as commander.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Yes, I've had this happen too, most of the time it was with the observatory. As such it was reported and the health ring was made larger. So I think we have fixed this, but I'll make a note to check in game. <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Nearly half the time when you right-click as commander you get "Invalid order".<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Commander interface was completely redone, it should be fixed now. <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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".<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->The ability to see 'team build messages' is an option in the 2.0 customization menu to allow players to turn them off. As a commander if you fail to place a building then you are likely to try again, so I don't think it's that big an issue. What's needed is a 'cancel all waypoints' option for the commander, but we don't have the time to implement it unfortunately. <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You can't (easily) build a resource nozzle close to another one (eg Hera or such masterpieces as siege006).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->That's a map issue, and with Hera redone it was fixed. <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->When you leave the comm chair you can get stuck on a nearby structure.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->This still happens, but there's not too much you can do about this without a big rewrite of the exit code. I had suggested that the commander exit at the closest IP instead, and only if there were no IPs would the comm exit from the 'chair'. However, the train of thought tends to be more along the lines of "dont build around your comm chair." <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->I don't see why this would be a problem since when you spawn initially there are no aliens around anyway. <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Yeah I believe the HMG one is still around, I'll note it and see if we can look at it. <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->This is a balance issue.... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->When onos appear in the readyroom, their feet sink into the floor.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->This is a mapping issue, and also why the Onos was getting stuck. All of the 'official' maps have been modified to fix this problem, and it should no longer occur. (with the exception of getting stuck in a dorrway on top of an OC etc, which is more a building placement issue) <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Sieges often fail to fire when manually sighted by marines; perhaps exacerbated by a nearby observatory.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Haven't heard this problem by anyone using siege in 2.0 at all. I believe the sighting issues were fixed.
MrPink wrote: <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Sometimes the LMG model overlaps the jetpack fuel bar <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->The LMG model has been moved in 2.0, so you should no longer have this problem.
devicenull wrote: <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->two join messages showing up ... Flashlight lighting up the area around marines ... Don't allow marines to "stack" buildings<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Yes I have seen the two join messages before, but I don't know if it happens lately. I'll check next time I'm on. The flashlight is supposed to do that from my understanding, since the marine is the SOURCE of the light. Since you can't just have a white circle where the flashlight should be, the area around the marine lights up. The marine building stacking issue is almost gone now after fixes were applied. I've yet to see any 'towers' like I did in 1.04... Post the map issues in the mapping forum please so the map maker can look into it.
MagiTek wrote: <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Last night the server I frequent decided to try out the newly released ns_fenris<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Fenris is no longer a supported map. The code for the map was lost, so any bug specific to that map is something that cannot be fixed. Sorry.
Young Trotsky wrote: <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Comm chair parasite doesnt disappear when chair is destroyed.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Fixed <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Can't recycle turrets if TF has already been recycled or destroyed.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Fixed <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Can't upgrade certain structures (armoury esp.) sometimes, but it still takes the res.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Fixed <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- 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).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Yes, I'm aware of this, gonna have to see if it still happens. <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Inivisible scan sweeps.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Huh? <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Sound doesnt always play when you drop a building/med/ammo pack.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Yes, have had this happen, but very hard to repro. <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- 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).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->I believe we have nabbed this one already. I haven't seen it in a long time. <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Can't drop med packs directly under hives (very annoying in EC hive on eclipse and sewer hive on caged). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Those are map issues.
devicenull wrote: <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think it is impossible to recycle upgraded TF's and sieges now..? It might be the same for the armory<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->As far as I can tell the only building that can't be recycled now is the CC. All other buildings can be recycled. <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You can recycle your starting RT before the game starts..<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->You can recycle it after the game starts too. I'd consider this griefer behavior more than anything.
Little Hunter wrote: <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If you recycle the arms lab you will still beable to drop gls and proto labs. This is like the problem with the obs.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Currently if you recycle a building, any upgrades you have on that building are lost temporarily, and you can't drop items that the building depends on. So if you recycle the protolab then you can't drop ha/jp. If you recycle the arms lab then you lose the armor/ammo upgrades. (you do not have to re-research though)
CaL_FiN wrote: <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->This in intended behavior. Hives relate to the ability to BUILD an upgrade chamber, not to the chamber itself. So losing a hive does not disable the upgrades since the hive doesn not provide the upgrades, the chambers do. If you lose the hive you cannot build any more of that chamber that was tied to it. To rob aliens of those upgrades you need to kill the chambers and not the hive.
azumawarrior wrote: <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- You can't recycle sieges or advanced tfs<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Fixed. <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- You can't see the health of the advanced tf at all<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Fixed. <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Sometimes you can't see the health of other buildings(Happened with the comm chair on hera)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Should be fixed. <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- If you use lastinv while your webbed you can see your weapon, but not fire them<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->See the weapon while webbed, and then you can fire it after the web wears off, or see the weapon while webbed and can not fire the weapon after web wears off? <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- 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) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->These are map issues, hera is fixed but other maps need to have this addressed to the mapper.
Zek wrote: <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Has the ability to get ammo at an armory twice as fast by turning your flashlight on and off been fixed? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Yes it has. Although the one where you switch from pistol to LMG (back and forth) is still in. Flayra has said he doesn't consider this an issue. (he said he even does it himself! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> )
My very first post.... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
k, this is a bug that i didn't see in any of the other posts or the changelog:
In commander mode, when viewing selected moving marines, going elsewhere and returning to where the marines were (because they were moving, they are no longer in that place), the commander can still see the marines health ring! The ring is standing exactly where the marines were when the comm deviated his attention from them.
The health ring disappeares when the comm finds his marines!
(it's odd to see the health but not finding the marines...)
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->QUOTE - If you use lastinv while your webbed you can see your weapon, but not fire them See the weapon while webbed, and then you can fire it after the web wears off, or see the weapon while webbed and can not fire the weapon after web wears off? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You see your weapon while webbed, but you can't fire it until the web wears off. Just seems kinda of wierd seeing the marine with a weapon even though he's webbed.
I've also seen the health bar sticking around. It happens when you have marines selected and they die/go through a phase gate.
When i referred to invisible scan sweeps I mean when, as commander, you do a scan and you cant see the blue rings but the alien structures appear and the res is taken so the scan has worked.
if u have cl_lw set to 0 (so it disables client side shot prediction) then leap, blink, and charge will not work. the animations and sounds play, u even lose energy, but the attacks do not 'fire' . ive really been hoping that theyve fixed this.
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
<!--QuoteBegin--Savant+Jul 25 2003, 04:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Savant @ Jul 25 2003, 04:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Sound doesnt always play when you drop a building/med/ammo pack.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Yes, have had this happen, but very hard to repro.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> <!--QuoteBegin--Burncycle+Jul 4 2003, 04:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Burncycle @ Jul 4 2003, 04:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think I figured that one out
If the object is near the edge of the commanders map, or the commander is centered several rooms away from the marine but he's still visible, the sound won't be heard.
Useful for when you want to drop something deep in enemy territory without them knowing. But then again you still hear the building......<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--><span style='font-size:8pt;line-height:100%'>From <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=37329' target='_blank'>this thread</a>.</span>
<!--QuoteBegin--nukeaqua+Jul 25 2003, 09:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (nukeaqua @ Jul 25 2003, 09:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> wow thats a lot of bug if only a vet or pt can confirm which of these are fixed and which arent... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Look up ^_^ (Yes I know the post times are exactly the same <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->)
Heres a bug for ya:
If the aliens destroy a command chair that has not been built the marines can still build it and enter it, so you effectively have an invisible chair
Also, this has been mentioned, but I thought I'd expand on it:
With regards to having the lmg sound play in the marine start - It plays every time a marine spawns, thats why aliens hear it and get freaked out when running through an abandoned starting location.
are you supposed to be able to build while webbed?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- If you use lastinv while your webbed you can see your weapon, but not fire them See the weapon while webbed, and then you can fire it after the web wears off, or see the weapon while webbed and can not fire the weapon after web wears off?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
just to elaborate on this (since i've had this happen to me occasionally) your weapon will show while you're webbed, and you can't fire. After the web wears off, everything's back to normal. This is of course in contrast to the regular disappearance of the weapon model during webtime.
devicenullJoin Date: 2003-04-30Member: 15967Members, NS2 Playtester, Squad Five Blue
<b>Alien</b> C4 Picture + Text appears in the corner when you use babblers, (they appear somewhere else but I can't remember where) OC's will slowly sink if they are stacked and attacked
<b>Marine</b> Mines have a place for extra ammo (far right number) but you can't get any extra Command mode weirdness-- you get stuck on one menu, and you cant go to other ones unless you click a building
<b>General</b> If you fall into a large hole before the game starts, (MS hole in ns_nothing), your view will turn sideways as if you took damage, but you are invincible (Maybe) Falling into holes that would kill you before the game starts should move you back to a starting posistion I'm not sure if this is a bug-- if the server starts lagging, you cant move or fire, but you can look around Voicecomm icon(the one you get while speaking) is almost impossible to see as alien, (energy bar covers it up)
the bug i really think also needs a fixing and gets me very annoyed is when u have a HMG, after 225 amm is put in it freezes and u cant see how much ammos left, u could waste the whole clip and after u reload it still stays at 225 >:(
if you have a building, medpack or ammo selected, then say you want to right click because you decide that you dont want to drop it(the cursor returns to normal), and THEN you left click, it will still place the building(or medpack or ammo). Ah the times ive dropped an arms lab in the middle of nowhere because i right clicked and the icon of the building went away, but it still dropped...
<!--QuoteBegin--Savant+Jul 25 2003, 03:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Savant @ Jul 25 2003, 03:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's not twice as fast, but Flayra has said he doesn't consider this an issue. (he said he even does it himself! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> That was the method which involves switching your primary weapon and pistol back and forth to get ammo faster for both of them. What I'm talking about is an exploit where if you hold down the use key and repeatedly press your flashlight while getting ammo, it comes in at twice the rate(50 per "tick" for an LMG, etc). Extremely easy to reproduce since you only need to press flashlight once per tick.
I've also heard about an exploit where you can build faster if you use a script or something to spam flashlight really fast, but haven't tried that myself.
Has the problem where HMGs take considerably more than 225 ammo but the number doesn't go any higher than that been fixed, one way or another?
<!--QuoteBegin--Aezay+Jul 25 2003, 09:05 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aezay @ Jul 25 2003, 09:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> however thou, is it me or like webs thick as tree truncks.
Aaronvroom vroom der party startahJoin Date: 2002-11-05Member: 7020Members
This happens to me all the time and is a little nuisance. After expending a clip, if I go back to fill up at the armory, sometimes my "reload" get's lost...the reload animation plays, but the clip count doesn't refresh...and I have to hit reload a second time. I think it has something to do with the armory because I seem to only encounter this after obtaining a clip from the armory and then immediately trying to reload.
- When dropping health, ammo, or buildings, if the commanders view is inside a wall, you can't hear the sound you should, and neither do the ppl around the dropped item.
-on most types of racks on the floor, its possible to get past them if: someone walks on it and gestates, and then while he/she is gestating, someone else walks over the egg, and holds duck. When the egg hatches, the hatched alien will drop through the rack. it is possible that the alien that is in there cant be killed unless he is a gorge and builds something down there and gets sieged, or the "beeps" kill him after all the hives get killed. Anyway, its possible to hide chambers very efficiently to some places. Its not possible to get through all kinds of racks using this, but most of em anyway. Additionally, its possible to get into some structures in the map using the same method, the tank-looking thing at tanith's waste hive is a fine example
devicenullJoin Date: 2003-04-30Member: 15967Members, NS2 Playtester, Squad Five Blue
Okay.. here we go.. I made a list of all of them up until this post, and if they are fixed or not!
<b>Marine</b> -Commander holds gun wrong after getting out of comm chair <i>fixed</i> -Reloading bugs with no ammo, causes pause <i> --fixed </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. -When you recycle a structure it plays the "build complete" animation once, forward. -When a turret factory is destroyed (or maybe recycled), sometimes turrets seem to keep playing the "firing" animation. (when turrets are recycled it does the same thing) -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". <i> fixed</i> -When you leave the comm chair you can get stuck on a nearby structure. -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). -Sieges often fail to fire when manually sighted by marines; perhaps exacerbated by a nearby observatory. <i>I think this is fixed, can't find it in master changlelog</i> -Sometimes the LMG model overlaps the jetpack fuel bar <i> Fixed</i> -Flashlight lighting up the area around marines (not where its aimed) -Comm chair parasite doesnt disappear when chair is destroyed. <i> Fixed</i> -Can't recycle turrets if TF has already been recycled or destroyed <i> Fixed</i> -Can't upgrade certain structures (armoury esp.) sometimes, but it still takes the res. <i> Fixed</i> -Invisible 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 -Can't drop med packs directly under hives -If you recycle the arms lab you will still beable to drop gls and proto labs. <i> Fixed</i> -When the comm chair is attacked it opens up -If you have weapon/armour upgrades and the arms lab get's destroyed you keep everything. <i>Think this was fixed-- can't find it in changelog though</i> -You can't recycle sieges or advanced tfs <i> fixed</i> -You can't see the health of the advanced tf at all <i> Fixed</i> -Sometimes you can't see the health of other buildings(Happened with the comm chair on hera) <i> Fixed</i> -If you use lastinv while your webbed you can see your weapon, but not fire them -If rts are above/below each other you can only build on(Showed up in 1.04) -Your reload animation plays again and again, if you have to auto reload and start to build something. -Various armory exploits (Flashlight, hud_fastswitch) <i>Flashlight fixed</i> -If you build an armoury on top of mines (or sometimes if you place mines too close to a built armoury), and then you try to upgrade the armoury, it will take the resouces away but won't upgrade. -When you are gorge and have the alien hivesight active(bright structures and aliens), you cant see the webs you place. -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. -Unbuilt sentries can fire -When the commander gets out of his chair, the lmg pickup sound (the same one played in marine start when a marine spawns in) is played wherever he was last looking. -If the HMG is empty, firing it looks just like it has ammo -If the aliens destroy a command chair that has not been built the marines can still build it and enter it, so you effectively have an invisible chair -Build while webbed -Mines have a place for extra ammo (far right number) but you can't get any extra -Command mode weirdness-- you get stuck on one menu, and you cant go to other ones unless you click a building -Dropping medpacks, guns, HA, JP on sloped surfaces causes them to sink.
<b>Alien</b> -if u have cl_lw set to 0 (so it disables client side shot prediction) then leap, blink, and charge will not work. the animations and sounds play, u even lose energy, but the attacks do not 'fire' -C4 Picture + Text appears in the corner when you use babblers, (they appear somewhere else but I can't remember where) -OC's will slowly sink if they are stacked and attacked <i> Fixed-- Can't stack</i> -Voicecomm icon(the one you get while speaking) is almost impossible to see as alien, (energy bar covers it up)
<b>Other</b> -Marine reloading sound plays in marine start even if marines relocate -If you recycle a resource nozzle, the nanosludge fountain doesn't reappear.<i> fixed</i> -You can't (easily) build a resource tower close to another one (eg Hera or such masterpieces as siege006).<i> hera fixed</i> -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. -When onos appear in the readyroom, their feet sink into the floor. <i>Fixed.. along with onos stuck problems</i> -if you right-click when you die and keep the menu up when you go into spectator mode the menu stays up for as long as you remain in spectator. -sometimes when you scroll your weapons they appear red (unusable) but are fully functional -Buildings dropped on slopes sink. -You can build through walls -Many, many, many tool tips causes framerate to take a huge dive. -Spores occasionaly appearing (usually in marine start at beginning of new match) in game?
Here are some more. I phrased some "bugs" as questions but they are 1.04 related.
<b>Guard person sprite</b> When the Comm being able to place a "guard person" thingy on somebody and it restricts their view.
<b>Missing bite animation</b> When you have used all your energy up... Say biting a structure... Your bite animation sometimes won't be played but the structure takes damage and there is a sound.
<b>The slower welder pick-up time (not sure if this is a bug)</b> It takes a few seconds after picking a welder up to be able to use it... Paricularly annoying in battle when you pick one up by mistake. I remember some talk about this but not sure what became of it.
<b>Floating over some surfaces</b> This could be map or programming related. Sometimes you float over some func_wall floors... Maintance hive, the corridor outside of Powersilo hive. This is apparent when you try to evolve and it says you have to be on the floor to evolve.
<b>Overlapping build radius sprites</b> Say if you built five turret factories and go to place a turret, the radius sprites have overlapped so you get blinded by a bright green screen.
<b>Wobbly window clinging</b> When you climb on a ceiling window as a skulk you move up and down but don't fall.
<b>Bilebomb and spores</b> The splash damage of bilebomb and spores can go through walls. I'm not sure if this is meant to happen or what other attacks do it.
<b>Commander controls</b> Can the comm now operate all doors and lifts? Or is this something map related?
<b>Repeating "team full" message</b> When waiting to join a team this message constantly appears and spams lots of times on your screen.
<b>More accurate "hive under attack" warning (multiple bugs/questions)</b> Usually the sound is played when the hive has been attacked a while. When the hive is dead is still flashes for a while. When the marines have stopped attacking the hive it still flashes red for a bit.
<b>CC under attack sounds</b> Same as above, sometimes the "command station under attack" sound is delayed.
<b>No commchair</b> I've had a game where the comm chair didn't appear. A game had finished and this was a new round.
<b>Tournement mode restart</b> Does the map still have to be reloaded after each game in tournement mode?
When you reload as a marine the sound finishes before the model animation, and the reload time is based on the model animation so if you just "reload by ear" you actually will not have reloaded your gun since you didn't allow the model animation to finish.
When you are a marine and you run out of ammo you can keep clicking on the fire button to make the "click" sound as if you are completely out of ammo, and force the gun not to reload.
whenever you respawn back in as a marine or enter the marine base an alien all of the "finish building" animations occur and can cause a performance hit.
fades and onos have the ability to silent bunny hop like the marines could.
when you are about to enter the marine base for the first time as an alien there is a noticable pause before you run in like the computer is loading all of the objects inside the marine base at once.
as a side note the Counter-strike team did resolve the wall running issue. You guys could probably ask them how they did it if you want to resolve the wall running issue.
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
<!--QuoteBegin--CaL_FiN+Jul 25 2003, 07:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CaL_FiN @ Jul 25 2003, 07:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <b>Bilebomb and spores</b> The splash damage of bilebomb and spores can go through walls. I'm not sure if this is meant to happen or what other attacks do it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Acid rocket splash damage goes through walls as well.
IN commander mode sometimes you cannot scrolll left right up or down and then when you hover your mouse over the minimap the map suddenly sticks and follows where you hover your mouse on the minimap... very annoying after giving a command to the marines.
<!--QuoteBegin--philmcneal+Jul 25 2003, 08:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (philmcneal @ Jul 25 2003, 08:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->IN commander mode sometimes you cannot scrolll left right up or down and then when you hover your mouse over the minimap the map suddenly sticks and follows where you hover your mouse on the minimap... very annoying after giving a command to the marines.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Yes. This almost always happens to me when I'm commanding on eclipse. It also prevents you from dropping anything and clicking on structures.
It <i>usually</i> happens after you've clicked the minimap to move your view. It's as if the game believes you are still holding your mouse1 button over the minimap circle when you actually aren't. You have to hover your cursor back to the minimap, click it in place a second time, and THEN you can use the commander view/commands normally again. It happens pretty often too. Very annoying. ONLY on eclipse for me, though.
<!--QuoteBegin--Kazyras+Jul 25 2003, 06:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kazyras @ Jul 25 2003, 06:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--philmcneal+Jul 25 2003, 08:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (philmcneal @ Jul 25 2003, 08:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->IN commander mode sometimes you cannot scrolll left right up or down and then when you hover your mouse over the minimap the map suddenly sticks and follows where you hover your mouse on the minimap... very annoying after giving a command to the marines.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Yes. This almost always happens to me when I'm commanding on eclipse. It also prevents you from dropping anything and clicking on structures.
It <i>usually</i> happens after you've clicked the minimap to move your view. It's as if the game believes you are still holding your mouse1 button over the minimap circle when you actually aren't. You have to hover your cursor back to the minimap, click it in place a second time, and THEN you can use the commander view/commands normally again. It happens pretty often too. Very annoying. ONLY on eclipse for me, though. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> happens to me on all maps :S
Phantom Sporecloud - Usually occurs after an alien win where the marine spawn was filled with spores, however, recently after a marine win I encountered a phantom sporecloud. The aliens hadnt even gotten a second hive, let alone a third one in the previous match. Phantom sporecloud does damage to marines which can make them fodder for a skulk rush (unless the comm drops medpacks, wasting res).
Dancing RT's - Biting an RT pushing it off the nozzle. Sometimes a second RT can be placed, resulting in two towers getting twice as much res =\
CC's that cant be damaged even with several skulks attacking it, that only takes damage after several minutes of constant chewing
Unsteady selection box - When comming, the selection box may be smooth in one direction, but when selecting in another direction, it "wobbles" and "judders" a bit. Quite annoying.
AESTHETIC (not a bug) - Perhaps a more distinct win/loss sound for both teams. When a team is defeated, it has to sound like they have been completely crushed. For the winning team, it has to sound like they are triumphant. It's more a case of aesthetics then a bug...
An annoying exploit that has resulted in me kicking a few players off servers...
Most noticeable in ns_tanith.
As a fade you can move right up to the welded grates in Waste Handling hive and shoot through them with acid rocket. It's as if the acid rocket projectile is starting from a point outside the grate so it's not registering that it should be hitting and splashing on the grate.
This can result in fades being able to attack Waste Handling hive and marines not being able to kill them without getting behind them in the vent.
It does work in other areas on other maps, as well as reactor room weld point on tanith too.
Comments
I hope you guys get what i mean, if not, shoot an empty hmg and youll get it.
Deacon wrote:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Trivial: Occasionally, /sound/weapons/lmg_draw.wav plays at the original marine spawn. Hard to notice above the regular marine din, but obvious when the marines have reloaded.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->It may be trivial, but this is EXACTLY the kind of thing I was thinking of. I completely forgot about this since relocation doesn't happen nearly as often as it used to. I've reported this one since it is easily repro'ed.
Go|iath wrote:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hera fall bug. If you are in the secret room in hera RR, and you type jointeamone, you spawn on the roof instead of the floor. Thus losing most of you health due to fall damage (this only works at start of round where you dont get spawned by the IP. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Hera has had a major overhaul, so I'm not sure if this problem still exists. However, I will try it the next time I'm on and Hera comes up.
J1mmyZ wrote:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Commander weilds his gun wrong after he gets out of the Comm Chair<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Commander mode has been completely reworked, this should no longer occur. (I haven't seen it happen)
Aezay wrote:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Phase Gate Telefrag ... Gorge Webbing You<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->That's not really a bug, but it doesn't happen very often. Since you have to click use on the phase gate, people don't usually end up on top of one another like they used to. Gorge webbing is a sticky topic. (pun intended <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ) Yes I know that the webs aren't supposed to catch a stationary marine, but they can on occasion. Since webs are now a hive <b>three</b> weapon, by the time you see webs it's likely over for the marine team anyway.
Mythr1l wrote:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->sometimes when i first join a game, one of the weapons apears blanked out, like i got no ammo for it, this means the weapon doesnt play sound or sprite, thus meaning u never miss with the pistol, it goes away once you respawn. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->I've had this happen to me once in 1.04, but not in 2.0 at all. I know what you mean about it being red though. If you could eproduce it then I could try to reproduce it in 2.0, otherwise not much we can do with this.
Roger Dodger wrote:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Was the speed strafe against walls a feature an exploit or a bug?? Altho useable by aliens and rines i dont think it was intended on purpose.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Actually this is a Half-Life issue, as I can do this in TFC pretty easily. (since most TFC maps have lots of long walls) Given the complex nature of NS maps I don't think this is something we need to worry about.
KMO wrote:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Structure animations keep restarting - eg if you phase back to base you see the observatory unfurl itself again as you arrive.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Haven't seen that happen for a long time. I'll watch the next time I'm in a game. As for oher animations, they are usually handled by someone other than Flayra. (unless it's something that is a code problem as compared to an issue with the animation itself)
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If you recycle a resource nozzle, the nanosludge fountain doesn't reappear.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Fixed
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->I know what you mean. However, I think that would require a second set of animations. (I'm not 100% sure, but I was told that animations can't be run in reverse) So this is sorta as good as it gets without making a full set of recycle animations.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Structures being too close together can cause really bad problems selecting them as commander.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Yes, I've had this happen too, most of the time it was with the observatory. As such it was reported and the health ring was made larger. So I think we have fixed this, but I'll make a note to check in game.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Nearly half the time when you right-click as commander you get "Invalid order".<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Commander interface was completely redone, it should be fixed now.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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".<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->The ability to see 'team build messages' is an option in the 2.0 customization menu to allow players to turn them off. As a commander if you fail to place a building then you are likely to try again, so I don't think it's that big an issue. What's needed is a 'cancel all waypoints' option for the commander, but we don't have the time to implement it unfortunately.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You can't (easily) build a resource nozzle close to another one (eg Hera or such masterpieces as siege006).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->That's a map issue, and with Hera redone it was fixed.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->When you leave the comm chair you can get stuck on a nearby structure.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->This still happens, but there's not too much you can do about this without a big rewrite of the exit code. I had suggested that the commander exit at the closest IP instead, and only if there were no IPs would the comm exit from the 'chair'. However, the train of thought tends to be more along the lines of "dont build around your comm chair."
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->I don't see why this would be a problem since when you spawn initially there are no aliens around anyway.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Yeah I believe the HMG one is still around, I'll note it and see if we can look at it.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->This is a balance issue.... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->When onos appear in the readyroom, their feet sink into the floor.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->This is a mapping issue, and also why the Onos was getting stuck. All of the 'official' maps have been modified to fix this problem, and it should no longer occur. (with the exception of getting stuck in a dorrway on top of an OC etc, which is more a building placement issue)
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Sieges often fail to fire when manually sighted by marines; perhaps exacerbated by a nearby observatory.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Haven't heard this problem by anyone using siege in 2.0 at all. I believe the sighting issues were fixed.
MrPink wrote:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Sometimes the LMG model overlaps the jetpack fuel bar <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->The LMG model has been moved in 2.0, so you should no longer have this problem.
devicenull wrote:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->two join messages showing up ... Flashlight lighting up the area around marines ... Don't allow marines to "stack" buildings<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Yes I have seen the two join messages before, but I don't know if it happens lately. I'll check next time I'm on. The flashlight is supposed to do that from my understanding, since the marine is the SOURCE of the light. Since you can't just have a white circle where the flashlight should be, the area around the marine lights up. The marine building stacking issue is almost gone now after fixes were applied. I've yet to see any 'towers' like I did in 1.04... Post the map issues in the mapping forum please so the map maker can look into it.
MagiTek wrote:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Last night the server I frequent decided to try out the newly released ns_fenris<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Fenris is no longer a supported map. The code for the map was lost, so any bug specific to that map is something that cannot be fixed. Sorry.
Young Trotsky wrote:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Comm chair parasite doesnt disappear when chair is destroyed.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Fixed
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Can't recycle turrets if TF has already been recycled or destroyed.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Fixed
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Can't upgrade certain structures (armoury esp.) sometimes, but it still takes the res.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Fixed
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- 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).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Yes, I'm aware of this, gonna have to see if it still happens.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Inivisible scan sweeps.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Huh?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Sound doesnt always play when you drop a building/med/ammo pack.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Yes, have had this happen, but very hard to repro.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- 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).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->I believe we have nabbed this one already. I haven't seen it in a long time.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Can't drop med packs directly under hives (very annoying in EC hive on eclipse and sewer hive on caged). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Those are map issues.
devicenull wrote:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think it is impossible to recycle upgraded TF's and sieges now..? It might be the same for the armory<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->As far as I can tell the only building that can't be recycled now is the CC. All other buildings can be recycled.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You can recycle your starting RT before the game starts..<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->You can recycle it after the game starts too. I'd consider this griefer behavior more than anything.
Little Hunter wrote:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If you recycle the arms lab you will still beable to drop gls and proto labs. This is like the problem with the obs.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Currently if you recycle a building, any upgrades you have on that building are lost temporarily, and you can't drop items that the building depends on. So if you recycle the protolab then you can't drop ha/jp. If you recycle the arms lab then you lose the armor/ammo upgrades. (you do not have to re-research though)
CaL_FiN wrote:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->This in intended behavior. Hives relate to the ability to BUILD an upgrade chamber, not to the chamber itself. So losing a hive does not disable the upgrades since the hive doesn not provide the upgrades, the chambers do. If you lose the hive you cannot build any more of that chamber that was tied to it. To rob aliens of those upgrades you need to kill the chambers and not the hive.
azumawarrior wrote:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- You can't recycle sieges or advanced tfs<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Fixed.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- You can't see the health of the advanced tf at all<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Fixed.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Sometimes you can't see the health of other buildings(Happened with the comm chair on hera)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Should be fixed.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- If you use lastinv while your webbed you can see your weapon, but not fire them<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->See the weapon while webbed, and then you can fire it after the web wears off, or see the weapon while webbed and can not fire the weapon after web wears off?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- 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) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->These are map issues, hera is fixed but other maps need to have this addressed to the mapper.
Zek wrote:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Has the ability to get ammo at an armory twice as fast by turning your flashlight on and off been fixed? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Yes it has. Although the one where you switch from pistol to LMG (back and forth) is still in. Flayra has said he doesn't consider this an issue. (he said he even does it himself! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> )
I'll try and reply to some others later.
Regards,
Savant
k, this is a bug that i didn't see in any of the other posts or the changelog:
In commander mode, when viewing selected moving marines, going elsewhere and returning to where the marines were (because they were moving, they are no longer in that place), the commander can still see the marines health ring! The ring is standing exactly where the marines were when the comm deviated his attention from them.
The health ring disappeares when the comm finds his marines!
(it's odd to see the health but not finding the marines...)
- If you use lastinv while your webbed you can see your weapon, but not fire them
See the weapon while webbed, and then you can fire it after the web wears off, or see the weapon while webbed and can not fire the weapon after web wears off?
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You see your weapon while webbed, but you can't fire it until the web wears off. Just seems kinda of wierd seeing the marine with a weapon even though he's webbed.
I've also seen the health bar sticking around. It happens when you have marines selected and they die/go through a phase gate.
also sometimes when you scroll your weapons they appear red (unusable) but are fully functional.
sometimes some sprites are invisible, as well, like the scanner sweep and HP ring of buildings.
if u have cl_lw set to 0 (so it disables client side shot prediction) then leap, blink, and charge will not work. the animations and sounds play, u even lose energy, but the attacks do not 'fire' . ive really been hoping that theyve fixed this.
<!--QuoteBegin--Burncycle+Jul 4 2003, 04:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Burncycle @ Jul 4 2003, 04:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think I figured that one out
If the object is near the edge of the commanders map, or the commander is centered several rooms away from the marine but he's still visible, the sound won't be heard.
Useful for when you want to drop something deep in enemy territory without them knowing. But then again you still hear the building......<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--><span style='font-size:8pt;line-height:100%'>From <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=37329' target='_blank'>this thread</a>.</span>
Look up ^_^ (Yes I know the post times are exactly the same <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->)
Heres a bug for ya:
If the aliens destroy a command chair that has not been built the marines can still build it and enter it, so you effectively have an invisible chair
Also, this has been mentioned, but I thought I'd expand on it:
With regards to having the lmg sound play in the marine start - It plays every time a marine spawns, thats why aliens hear it and get freaked out when running through an abandoned starting location.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- If you use lastinv while your webbed you can see your weapon, but not fire them
See the weapon while webbed, and then you can fire it after the web wears off, or see the weapon while webbed and can not fire the weapon after web wears off?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
just to elaborate on this (since i've had this happen to me occasionally) your weapon will show while you're webbed, and you can't fire. After the web wears off, everything's back to normal. This is of course in contrast to the regular disappearance of the weapon model during webtime.
C4 Picture + Text appears in the corner when you use babblers, (they appear somewhere else but I can't remember where)
OC's will slowly sink if they are stacked and attacked
<b>Marine</b>
Mines have a place for extra ammo (far right number) but you can't get any extra
Command mode weirdness-- you get stuck on one menu, and you cant go to other ones unless you click a building
<b>General</b>
If you fall into a large hole before the game starts, (MS hole in ns_nothing), your view will turn sideways as if you took damage, but you are invincible
(Maybe) Falling into holes that would kill you before the game starts should move you back to a starting posistion
I'm not sure if this is a bug-- if the server starts lagging, you cant move or fire, but you can look around
Voicecomm icon(the one you get while speaking) is almost impossible to see as alien, (energy bar covers it up)
Buildings dropped on slopes sink.
Stacking any alien buildings, not only OCs then attacking will cause them to sink and "merge"
You can build through walls (read something on this...)
Many, many, many tool tips causes framerate to take a<b> huge </b>dive.
That was the method which involves switching your primary weapon and pistol back and forth to get ammo faster for both of them. What I'm talking about is an exploit where if you hold down the use key and repeatedly press your flashlight while getting ammo, it comes in at twice the rate(50 per "tick" for an LMG, etc). Extremely easy to reproduce since you only need to press flashlight once per tick.
I've also heard about an exploit where you can build faster if you use a script or something to spam flashlight really fast, but haven't tried that myself.
Has the problem where HMGs take considerably more than 225 ammo but the number doesn't go any higher than that been fixed, one way or another?
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> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
however thou, is it me or like webs thick as tree truncks.
-on most types of racks on the floor, its possible to get past them if:
someone walks on it and gestates, and then while he/she is gestating, someone else walks over the egg, and holds duck. When the egg hatches, the hatched alien will drop through the rack. it is possible that the alien that is in there cant be killed unless he is a gorge and builds something down there and gets sieged, or the "beeps" kill him after all the hives get killed. Anyway, its possible to hide chambers very efficiently to some places.
Its not possible to get through all kinds of racks using this, but most of em anyway. Additionally, its possible to get into some structures in the map using the same method, the tank-looking thing at tanith's waste hive is a fine example
<b>Marine</b>
-Commander holds gun wrong after getting out of comm chair <i>fixed</i>
-Reloading bugs with no ammo, causes pause <i> --fixed </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.
-When you recycle a structure it plays the "build complete" animation once, forward.
-When a turret factory is destroyed (or maybe recycled), sometimes turrets seem to keep playing the "firing" animation. (when turrets are recycled it does the same thing)
-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". <i> fixed</i>
-When you leave the comm chair you can get stuck on a nearby structure.
-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).
-Sieges often fail to fire when manually sighted by marines; perhaps exacerbated by a nearby observatory. <i>I think this is fixed, can't find it in master changlelog</i>
-Sometimes the LMG model overlaps the jetpack fuel bar <i> Fixed</i>
-Flashlight lighting up the area around marines (not where its aimed)
-Comm chair parasite doesnt disappear when chair is destroyed. <i> Fixed</i>
-Can't recycle turrets if TF has already been recycled or destroyed <i> Fixed</i>
-Can't upgrade certain structures (armoury esp.) sometimes, but it still takes the res. <i> Fixed</i>
-Invisible 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
-Can't drop med packs directly under hives
-If you recycle the arms lab you will still beable to drop gls and proto labs. <i> Fixed</i>
-When the comm chair is attacked it opens up
-If you have weapon/armour upgrades and the arms lab get's destroyed you keep everything. <i>Think this was fixed-- can't find it in changelog though</i>
-You can't recycle sieges or advanced tfs <i> fixed</i>
-You can't see the health of the advanced tf at all <i> Fixed</i>
-Sometimes you can't see the health of other buildings(Happened with the comm chair on hera) <i> Fixed</i>
-If you use lastinv while your webbed you can see your weapon, but not fire them
-If rts are above/below each other you can only build on(Showed up in 1.04)
-Your reload animation plays again and again, if you have to auto reload and start to build something.
-Various armory exploits (Flashlight, hud_fastswitch) <i>Flashlight fixed</i>
-If you build an armoury on top of mines (or sometimes if you place mines too close to a built armoury), and then you try to upgrade the armoury, it will take the resouces away but won't upgrade.
-When you are gorge and have the alien hivesight active(bright structures and aliens), you cant see the webs you place.
-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.
-Unbuilt sentries can fire
-When the commander gets out of his chair, the lmg pickup sound (the same one played in marine start when a marine spawns in) is played wherever he was last looking.
-If the HMG is empty, firing it looks just like it has ammo
-If the aliens destroy a command chair that has not been built the marines can still build it and enter it, so you effectively have an invisible chair
-Build while webbed
-Mines have a place for extra ammo (far right number) but you can't get any extra
-Command mode weirdness-- you get stuck on one menu, and you cant go to other ones unless you click a building
-Dropping medpacks, guns, HA, JP on sloped surfaces causes them to sink.
<b>Alien</b>
-if u have cl_lw set to 0 (so it disables client side shot prediction) then leap, blink, and charge will not work. the animations and sounds play, u even lose energy, but the attacks do not 'fire'
-C4 Picture + Text appears in the corner when you use babblers, (they appear somewhere else but I can't remember where)
-OC's will slowly sink if they are stacked and attacked <i> Fixed-- Can't stack</i>
-Voicecomm icon(the one you get while speaking) is almost impossible to see as alien, (energy bar covers it up)
<b>Other</b>
-Marine reloading sound plays in marine start even if marines relocate
-If you recycle a resource nozzle, the nanosludge fountain doesn't reappear.<i> fixed</i>
-You can't (easily) build a resource tower close to another one (eg Hera or such masterpieces as siege006).<i> hera fixed</i>
-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.
-When onos appear in the readyroom, their feet sink into the floor. <i>Fixed.. along with onos stuck problems</i>
-if you right-click when you die and keep the menu up when you go into spectator mode the menu stays up for as long as you remain in spectator.
-sometimes when you scroll your weapons they appear red (unusable) but are fully functional
-Buildings dropped on slopes sink.
-You can build through walls
-Many, many, many tool tips causes framerate to take a huge dive.
-Spores occasionaly appearing (usually in marine start at beginning of new match) in game?
<b>Guard person sprite</b>
When the Comm being able to place a "guard person" thingy on somebody and it restricts their view.
<b>Missing bite animation</b>
When you have used all your energy up... Say biting a structure... Your bite animation sometimes won't be played but the structure takes damage and there is a sound.
<b>The slower welder pick-up time (not sure if this is a bug)</b>
It takes a few seconds after picking a welder up to be able to use it... Paricularly annoying in battle when you pick one up by mistake. I remember some talk about this but not sure what became of it.
<b>Floating over some surfaces</b>
This could be map or programming related. Sometimes you float over some func_wall floors... Maintance hive, the corridor outside of Powersilo hive. This is apparent when you try to evolve and it says you have to be on the floor to evolve.
<b>Overlapping build radius sprites</b>
Say if you built five turret factories and go to place a turret, the radius sprites have overlapped so you get blinded by a bright green screen.
<b>Wobbly window clinging</b>
When you climb on a ceiling window as a skulk you move up and down but don't fall.
<b>Bilebomb and spores</b>
The splash damage of bilebomb and spores can go through walls. I'm not sure if this is meant to happen or what other attacks do it.
<b>Commander controls</b>
Can the comm now operate all doors and lifts? Or is this something map related?
<b>Repeating "team full" message</b>
When waiting to join a team this message constantly appears and spams lots of times on your screen.
<b>More accurate "hive under attack" warning (multiple bugs/questions)</b>
Usually the sound is played when the hive has been attacked a while. When the hive is dead is still flashes for a while. When the marines have stopped attacking the hive it still flashes red for a bit.
<b>CC under attack sounds</b>
Same as above, sometimes the "command station under attack" sound is delayed.
<b>No commchair</b>
I've had a game where the comm chair didn't appear. A game had finished and this was a new round.
<b>Tournement mode restart</b>
Does the map still have to be reloaded after each game in tournement mode?
Erm... I think that's my bugs/questions.
When you are a marine and you run out of ammo you can keep clicking on the fire button to make the "click" sound as if you are completely out of ammo, and force the gun not to reload.
whenever you respawn back in as a marine or enter the marine base an alien all of the "finish building" animations occur and can cause a performance hit.
fades and onos have the ability to silent bunny hop like the marines could.
when you are about to enter the marine base for the first time as an alien there is a noticable pause before you run in like the computer is loading all of the objects inside the marine base at once.
as a side note the Counter-strike team did resolve the wall running issue. You guys could probably ask them how they did it if you want to resolve the wall running issue.
The splash damage of bilebomb and spores can go through walls. I'm not sure if this is meant to happen or what other attacks do it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Acid rocket splash damage goes through walls as well.
Yes. This almost always happens to me when I'm commanding on eclipse. It also prevents you from dropping anything and clicking on structures.
It <i>usually</i> happens after you've clicked the minimap to move your view. It's as if the game believes you are still holding your mouse1 button over the minimap circle when you actually aren't. You have to hover your cursor back to the minimap, click it in place a second time, and THEN you can use the commander view/commands normally again. It happens pretty often too. Very annoying. ONLY on eclipse for me, though.
Yes. This almost always happens to me when I'm commanding on eclipse. It also prevents you from dropping anything and clicking on structures.
It <i>usually</i> happens after you've clicked the minimap to move your view. It's as if the game believes you are still holding your mouse1 button over the minimap circle when you actually aren't. You have to hover your cursor back to the minimap, click it in place a second time, and THEN you can use the commander view/commands normally again. It happens pretty often too. Very annoying. ONLY on eclipse for me, though. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
happens to me on all maps :S
Dancing RT's - Biting an RT pushing it off the nozzle. Sometimes a second RT can be placed, resulting in two towers getting twice as much res =\
CC's that cant be damaged even with several skulks attacking it, that only takes damage after several minutes of constant chewing
Unsteady selection box - When comming, the selection box may be smooth in one direction, but when selecting in another direction, it "wobbles" and "judders" a bit. Quite annoying.
AESTHETIC (not a bug) - Perhaps a more distinct win/loss sound for both teams. When a team is defeated, it has to sound like they have been completely crushed. For the winning team, it has to sound like they are triumphant. It's more a case of aesthetics then a bug...
Most noticeable in ns_tanith.
As a fade you can move right up to the welded grates in Waste Handling hive and shoot through them with acid rocket. It's as if the acid rocket projectile is starting from a point outside the grate so it's not registering that it should be hitting and splashing on the grate.
This can result in fades being able to attack Waste Handling hive and marines not being able to kill them without getting behind them in the vent.
It does work in other areas on other maps, as well as reactor room weld point on tanith too.