Known Bugs

All public release bug reports or requests for help, large and small, go in here.
Sandern
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Re: Known Bugs 2.0.3

Post by Sandern » Sun Dec 02, 2012 11:04 am

HEVcrab wrote: Also, a scanner sometimes stays seen on the minimap though it has left the visibility sector (see screenshot, it can be seen inside the white trapezoid on the minimap).
EDIT: max file size is 256 kb so the scanner minimap blue dot can be unnoticed...it's just where the trapezoid's diagonals intersect.
Confirmed, will be fixed in 2.0.5.

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HEVcrab
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Re: Known Bugs 2.0.4

Post by HEVcrab » Sat Dec 08, 2012 2:36 pm

There is a bug related to the grenade ability.

If I select a mixed group of grenade-using soldiers with different armament (Rebel/Combine SMG/shotgun/AR2 and Rebel veteran), I cannot order them all to throw grenades one by one.
Only soldiers of the type that is the first in the HUD panel can throw grenades, and after they do it, I have to wait for the recharge of their ability, the rest of the group (soldiers of other types) don't throw grenades.
See screenshot: the two Arie2's, being first ones in the HUD panel, throw grenades each time, but other soldiers don't.

P.S. The screenshot button (F5 by default) often doesn't work.
This screen was taken with PrtScr key.

P.P.S. The screenshot reveals a missing texture on the scrap point.
Attachments
grenade_bug.jpg
grenade_bug.jpg (243.67 KiB) Viewed 2376 times
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Re: Known Bugs 2.0.4

Post by Sandern » Sat Dec 08, 2012 3:47 pm

HEVcrab wrote: P.S. The screenshot button (F5 by default) often doesn't work.
This screen was taken with PrtScr key..
Because the unitpanel is open, it steals your input.

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HEVcrab
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Re: Known Bugs 2.0.4

Post by HEVcrab » Mon Dec 10, 2012 6:23 pm

Old bug reminder:
Please check the Triage Center upgrades, they were bugged when I checked back in 2.0.2.
Quoting my post of November 14 in this topic:
In Triage Center, the upgrade 'Increase maximum energy of the Medic' is clearly broken. The medics' maximum energy doesn't increase and maintains the value 100. The other Triage Center upgrades may also be broken.
Testers gonna test.

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HEVcrab
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Re: Known Bugs 2.0.4

Post by HEVcrab » Fri Dec 14, 2012 3:27 pm

The unit with the greatest variety of combat abilities-combine Elite-still has some bugs.
There also is a tweak needed both for the Elite and the rebel counterpart - Veteran.

1) If the player accidentally tries to fire an energy sphere when the Elite has the shotgun selected,
the ability isn't executed but starts recharging!
It shouldn't because there's nothing to recharge if the ball wasn't fired.

2) Elites have a missing animation for aiming the AR2 when firing an energy sphere.

3) When the selection includes Elites and grenade-using soldiers, the grenades cannot be used
(I suppose because the Q key for the grenade is the same as the AR2 selection key for the Elite).

A solution I can suggest is to bind the W key for AR2 and E for shotgun, both for Elite and Veteran
(currently the Elite uses Q and W key for switching weapons, and Veteran uses E and R).
Testers gonna test.

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HEVcrab
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Re: Known Bugs 2.0.4

Post by HEVcrab » Sat Dec 15, 2012 12:26 pm

Please fix the zoom-out limits on Overrun maps or_hill and or_trapped.
On or_hill the zoom-out causes transparency of unit models (except weapons of soldiers), and on or_trapped the zoom ceiling is too low, enabling to view a small area of the map only.
Attachments
hill_transp_units.jpg
hill_transp_units.jpg (208.03 KiB) Viewed 2350 times
trapped.jpg
trapped.jpg (200.69 KiB) Viewed 2350 times
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Re: Known Bugs 2.0.4

Post by Sandern » Sat Dec 15, 2012 1:12 pm

HEVcrab wrote:Please fix the zoom-out limits on Overrun maps or_hill and or_trapped.
On or_hill the zoom-out causes transparency of unit models (except weapons of soldiers), and on or_trapped the zoom ceiling is too low, enabling to view a small area of the map only.
Already fixed it for 2.0.5. It was caused by the "play offline" mode, which didn't calculated the player height on the client side. If you play in Online mode, it should work fine.

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HEVcrab
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Re: Known Bugs 2.0.5

Post by HEVcrab » Mon Dec 17, 2012 3:29 pm

1) Stalkers see the enemies and try to fire beams at them through the walls, which is strange (see screenshot).

2) If you mark the unit destination point of a recruiting building (HQ, barracks etc.) on the minimap, the unit path (seen as a blue arrow) will be set and drawn incorrectly (like deep into the ground). See screenshot as well.

In fact, it would be great to enable targeting abilities of units and buildings via the minimap (e.g. rebel HQ scan ability).

3) When a fast zombie dies, the headcrab released is a regular one, not a fast one.

4) Zombies (except fast one), headcrabs, antlions and manhacks (!) bleed red human blood.
Xen creatures bleed yellow-green (fast zombie is already OK), and manhacks should emit sparks when hit.

5) A minor bug in Sandbox (as I think):

if you place the unit with mouse click on Place + specifying the unit's aim direction, this unit will always be under your control, regardless of which player you specify it to belong to (enemy or p1 pr p2...). To spawn an enemy unit you have to use Space, thus losing the ability to specify its aim direction.

6) In my installation the or_hill zoom-out still causes unit transparency, and or_trapped ceiling is still low.

7) The AR2 aiming animation is still missing for Combine Elite when shooting energy spheres (while firing this shot the elite just stands with the weapon to his body).

8) Tried the combine helicopter and gunship.
You've already fixed certain bugs but some are still there:

- The helicopter doesn't crash down when destroyed.
- Both helicopter and gunship don't show signs of damage inherent in HL2 (burning parts flying off for helicopter and smoke for the gunship) when taking damage.

9) BTW, what happens to the surviving units of the defeated player in case he has allies?
I don't think they should just fall dead or lose their minds like Sauron's army :lol:

Maybe the defeat in such multiplayers should be defined as loss of all units?
Attachments
stalker_wrong_targeting2.jpg
stalker_wrong_targeting2.jpg (201.47 KiB) Viewed 2333 times
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Sandern
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Re: Known Bugs 2.0.5

Post by Sandern » Tue Dec 18, 2012 8:05 pm

HEVcrab wrote:1) Stalkers see the enemies and try to fire beams at them through the walls, which is strange (see screenshot).

2) If you mark the unit destination point of a recruiting building (HQ, barracks etc.) on the minimap, the unit path (seen as a blue arrow) will be set and drawn incorrectly (like deep into the ground). See screenshot as well.

In fact, it would be great to enable targeting abilities of units and buildings via the minimap (e.g. rebel HQ scan ability).

3) When a fast zombie dies, the headcrab released is a regular one, not a fast one.

4) Zombies (except fast one), headcrabs, antlions and manhacks (!) bleed red human blood.
Xen creatures bleed yellow-green (fast zombie is already OK), and manhacks should emit sparks when hit.

5) A minor bug in Sandbox (as I think):

if you place the unit with mouse click on Place + specifying the unit's aim direction, this unit will always be under your control, regardless of which player you specify it to belong to (enemy or p1 pr p2...). To spawn an enemy unit you have to use Space, thus losing the ability to specify its aim direction.

6) In my installation the or_hill zoom-out still causes unit transparency, and or_trapped ceiling is still low.

7) The AR2 aiming animation is still missing for Combine Elite when shooting energy spheres (while firing this shot the elite just stands with the weapon to his body).

8 ) Tried the combine helicopter and gunship.
You've already fixed certain bugs but some are still there:

- The helicopter doesn't crash down when destroyed.
- Both helicopter and gunship don't show signs of damage inherent in HL2 (burning parts flying off for helicopter and smoke for the gunship) when taking damage.

9) BTW, what happens to the surviving units of the defeated player in case he has allies?
I don't think they should just fall dead or lose their minds like Sauron's army :lol:

Maybe the defeat in such multiplayers should be defined as loss of all units?
1) You can already target abilities using the minimap by activating a targeting ability and doing a left click.

2) low priority

3 + 4) Will be fixed next release

5) Low priority

6) Seems to randomly happen for too on or_hill, will need to look into it.

7) Will look into it.

8) Low priority

9) Units of the defeated player become neutral

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HEVcrab
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Re: Known Bugs 2.0.5

Post by HEVcrab » Fri Dec 21, 2012 4:36 pm

Update on the "blood bugs" :)

1) Vortigaunts' and antlions' blood color is wrong (should be yellow-green as for all the Xen creatures).

2) Antlion guards emit hard yellow-brownish chitine scales rather than blood, see the original animation in HL2EP2)

3) The following units wrongly have the red bleeding effect in addition to the correct one (sparks/armor crumbles):

-Hunter (its blood should be grey)
-Dog robot
-Helicopter

4) I think the armor crumbling effect of the Hunter is also suitable for heavier armored synths as Strider and Gunship, replacing their bleeding. One can see a strider bleed red only once: when the Dog pulls out a strider's brain in EP2 (BTW, this would be cool in game))
Testers gonna test.

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HEVcrab
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Re: Known Bugs 2.0.5

Post by HEVcrab » Sun Dec 23, 2012 6:24 am

Thanks for fixing the Elite so soon :)
After the Elite, the next unit that needs fixes is Stalker.
The screenshots reveal

1) through-the-wall target sensing with unneededly played attack animation;

2) a stalker constructing a garrison and stuck in it :)
Attachments
stalker bugs.jpg
stalker bugs.jpg (106 KiB) Viewed 2281 times
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HEVcrab
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Re: Known Bugs 2.0.5

Post by HEVcrab » Mon Dec 24, 2012 9:59 am

To close the issues with visuals and existing functionality of the units in 2.0.6 version already, I'd like to put forward two latest ones:

1) Rebel HQ Scan ability doesn't clear the fog of war when targeted on the minimap, though it does consume HQ's energy.

2) Combine Observer (Scanner) bleeds (it shouldn't, as it's an all-metal machine like the manhack)
Testers gonna test.

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Re: Known Bugs 2.0.5

Post by Sandern » Mon Dec 24, 2012 11:35 am

HEVcrab wrote:To close the issues with visuals and existing functionality of the units in 2.0.6 version already, I'd like to put forward two latest ones:

1) Rebel HQ Scan ability doesn't clear the fog of war when targeted on the minimap, though it does consume HQ's energy.

2) Combine Observer (Scanner) bleeds (it shouldn't, as it's an all-metal machine like the manhack)
1 is a general bug in the minimap targeting code. I updated the player camera system a while ago, but never updated the ability targeting code through the minimap.

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HEVcrab
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Re: Known Bugs 2.0.5

Post by HEVcrab » Sat Dec 29, 2012 3:55 pm

One more minor visual/animation bug:

When you select your scanner it switches to cloaked appearance, while the scanner shouldn't have visual cloaking (for the players' view).
This cloaking on selection had better be replaced with team-colored glow, as for other units.

EDIT: in Overrun the Combine Elites cannot switch weapons, they have no shotgun.
Last edited by HEVcrab on Fri Feb 01, 2013 3:39 pm, edited 1 time in total.
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HEVcrab
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Re: Known Bugs 2.0.6

Post by HEVcrab » Fri Feb 01, 2013 2:53 pm

Sandern wrote:Units become invisible either because you are outside the map (in which case it's a map bug) or when the unit is outside the player PVS.
As a reply I post this screenshot ;) The camera isn't outside the map, nor are the units outside the PVS. The units become transparent, though their weapons don't...maybe this fact will help to debug this.
Attachments
units' transparency.jpg
units' transparency.jpg (113.45 KiB) Viewed 2107 times
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