Known Bugs

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HEVcrab
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Re: Known Bugs 2.0.2

Postby HEVcrab » Sun Nov 11, 2024 6:01 pm

Quoting WaffleAndy from ModDB:

There are some bugs if you are playing against CPUs 2vs2 on annihilation maps...unable to choose on the minimap in the lobby to select where each players spawn. You could only select where YOU want to spawn, and if you do happen to spawn, there's usually an enemy literally inside your base...

Also for Overrun, if you add an extra CPU player (which I hoped to assist me in overrun) as a teammate on the City 17 map, the CPU player will take control of your only single base and you are unable to select, control anything.
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I've got an idea how to fix the 2v2 CPUs' positioning bug.
Any player can currently choose his position by clicking LMB on the lobby minimap's black circles, and for the CPUs it would be reasonable if their positions were chosen by the game master player clicking RMB on unoccupied position circles and selecting one of the available CPU players to place there from the appearing drop-down menu containing the list of these CPU players (and updating every time a CPU player is added or removed).

Another small portion of issues that I noticed:

1) I also had my engineers stuck at scrap points sometimes.

2) Combine Sniper model is holding an SMG instead of a sniper rifle))

3) AR2 and sniper rifle tracers are just hot yellow, like for SMG1.
They should be the same as the tracers of floor turrets&mountable turrets, with a light blue hue, as they're Combine pulse weapons too.

*UPD* Maybe remove the sniper tracer at all? There's a strange effect when a sniper kills an enemy and the tracer bullet flies above the fallen corpse.


4) Make the pulse guns of floor turrets and mountable turrets sound like AR2 (maybe with some variations).
In HL2 they sound like toys.

5) (minor) The menu still says CPU players aren't supported in Annihilation mode.

6) (minor) The explanations for shotgun & AR2 unlocking buttons at Munitions Depot/Armory should say not 'Unlock #WPN soldier' but just 'Unlock #WPN', because these weapons are also for veterans/elites.
Testers gonna test.
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HEVcrab
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Re: Known Bugs 2.0.2

Postby HEVcrab » Wed Nov 14, 2024 4:36 pm

MORE URGENT BUGS:

1) WEAPON UPGRADES POSSIBLY BROKEN

I arranged duels in Sandbox between differently armed soldiers.

SMG always beats AR2, regardless of the distance!

Shotgun always beats AR2.

Shotgun beats SMG at close range, but sometimes is defeated with range increase, which is logical.

2) Population capacity cannot be raised above 50. Billets, second HQ for rebels, all upgrades of Combine HQ+second combine HQ give no result.

3) 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.
BTW, what is 'medic heal rate'? An amount of unit's health restored with the single dosage from a medikit?

4) I captured a point with a scout and cloaked after that, staying at the point. When the enemy metrocops showed up, they came up to the point but couldn't capture it (see screenshot)
The cloaked units can hold the previously captured points, that's clearly a bug.
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Sandern
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Re: Known Bugs 2.0.2

Postby Sandern » Sat Nov 17, 2024 8:41 pm

HEVcrab wrote:2) Combine Sniper model is holding an SMG instead of a sniper rifle))

And do you see a sniper rifle model in the existing Half-Life 2 assets? Someone would need to create one...

HEVcrab wrote:3) AR2 and sniper rifle tracers are just hot yellow, like for SMG1.
They should be the same as the tracers of floor turrets&mountable turrets, with a light blue hue, as they're Combine pulse weapons too.

*UPD* Maybe remove the sniper tracer at all? There's a strange effect when a sniper kills an enemy and the tracer bullet flies above the fallen corpse.

I switched the tracer effects to the Alien Swarm ones (used by the Marines), which use the new Particle system. However I didn't customized them yet. Guess I will do that now...

HEVcrab wrote:4) Make the pulse guns of floor turrets and mountable turrets sound like AR2 (maybe with some variations).
In HL2 they sound like toys.

Toys are fun.

HEVcrab wrote:6) (minor) The explanations for shotgun & AR2 unlocking buttons at Munitions Depot/Armory should say not 'Unlock #WPN soldier' but just 'Unlock #WPN', because these weapons are also for veterans/elites.

That's seems incorrect to me, I will remove the requirements for the veteran and elite, so they can always switch weapons.

HEVcrab wrote:MORE URGENT BUGS:

1) WEAPON UPGRADES POSSIBLY BROKEN

I arranged duels in Sandbox between differently armed soldiers.

SMG always beats AR2, regardless of the distance!

Shotgun always beats AR2.

Shotgun beats SMG at close range, but sometimes is defeated with range increase, which is logical.

Shotgun never seems to beat AR2 or SMG1 here (or you need to get really close maybe) and AR2 always beats SMG (as expected)...

HEVcrab wrote:2) Population capacity cannot be raised above 50. Billets, second HQ for rebels, all upgrades of Combine HQ+second combine HQ give no result.

That's not a bug. Obviously there are limits.

HEVcrab wrote:3) 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.
BTW, what is 'medic heal rate'? An amount of unit's health restored with the single dosage from a medikit?

Some values might not be correctly displayed, but I would need to check.

HEVcrab wrote:4) I captured a point with a scout and cloaked after that, staying at the point. When the enemy metrocops showed up, they came up to the point but couldn't capture it (see screenshot)
The cloaked units can hold the previously captured points, that's clearly a bug.

That sounds like a bug, will be fixed for 2.0.3
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HEVcrab
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Re: Known Bugs 2.0.2

Postby HEVcrab » Sun Nov 18, 2024 7:01 am

Thanks for taking my posts into consideration)

I think the maps are large enough for armies much greater than 50 units max.
Maybe remove this limitation or set it, say, to 500?
Testers gonna test.
VisualMelon
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Re: Known Bugs 2.0.2

Postby VisualMelon » Sun Nov 18, 2024 12:19 pm

I shouldn't imagine map size is the main concern.

The source engine isn't built for an RTS (and nor are the UNIT AI and models), and large armies of distinct units I imagine will become very CPU intensive very quickly, but yeah, a nice way to change the population limit on a per-game basis would be nice.

I do have a relevant query - the mountable turrets - to they appear just like in HL2 - i.e. the wavy glassness is a mangled refraction of what's behind it? interested because if so, I imagine they too could slow things down, unless some seriously dodgy occlusion is going on.
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Re: Known Bugs 2.0.2

Postby Sandern » Sun Nov 18, 2024 1:14 pm

VisualMelon wrote:I shouldn't imagine map size is the main concern.

The source engine isn't built for an RTS (and nor are the UNIT AI and models), and large armies of distinct units I imagine will become very CPU intensive very quickly, but yeah, a nice way to change the population limit on a per-game basis would be nice.

But with Alien Swarm and DOTA 2, Source Engine is moving towards supporting these kind of games.

But currently it only supports up to 2048 networked entities. An entity is basically an object with a position, synced to all clients from the server. This includes buildings, units, weapons, etc. So having a population limit of 1000 wouldn't work at all.

And even if we could up it to 1000, the performance would suck. If you want that kind of numbers, then we would need to simplify the world a lot and keep it as simple as possible. It's basically a trade off between making things more realistic or supporting a high number of units (world, bullet simulation, movement collision, navigation, etc) .

I do agree that 50 might be a bit low currently.

VisualMelon wrote:I do have a relevant query - the mountable turrets - to they appear just like in HL2 - i.e. the wavy glassness is a mangled refraction of what's behind it? interested because if so, I imagine they too could slow things down, unless some seriously dodgy occlusion is going on.

?
VisualMelon
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Re: Known Bugs 2.0.2

Postby VisualMelon » Sun Nov 18, 2024 4:38 pm

I manage there to give completely the wrong meaning to my post, I meant that map size isn't the main concern.

My poorly phrased question was whether the mountable turrets are rendered just like they are in HL2 - i.e. with with the refraction on the 'glass'. Purely out of interest.
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Ennui
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Re: Known Bugs 2.0.3

Postby Ennui » Mon Nov 19, 2024 12:52 am

Melon + HEVcrab, just wanna say thanks for all the feedback you guys have given us. It really does help us make the game better.
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Re: Known Bugs 2.0.3

Postby Nqss[RUS] » Mon Nov 19, 2024 6:59 am

late addition
to message about combine AI making too much of the generators

http://cloud-2.steampowered.com/ugc/113 ... 80030A522/

http://cloud-2.steampowered.com/ugc/113 ... EC05FB725/
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Re: Known Bugs 2.0.3

Postby Nqss[RUS] » Mon Nov 19, 2024 9:12 am

now i also noticed that if the medic runs towards the allied unit to heal , he never walks back to his original position
in case of the soldier behavior , when they are closing up with enemy to fight and then goes back to thier original positions , medics stays in the front of the soldiers
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Re: Known Bugs 2.0.3

Postby VisualMelon » Tue Nov 20, 2024 8:36 pm

I noticed you've added an error message for the Shader Support issue, but nothing showed up for me with a fresh 2.0.3 install (and the game crashed when I tried to play, as with 2.0.2). The issue again was resolved by copying back the 2.0.1 shaders.
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Re: Known Bugs 2.0.3

Postby HEVcrab » Wed Nov 21, 2024 2:29 pm

Played hlw_battlemounds, as falling of the units into the ravine was reported to be fixed))

The newly-encountered bug is that the units killed on the bridges just fall through the bridge into the ravine)
Testers gonna test.
VisualMelon
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Re: Known Bugs 2.0.3

Postby VisualMelon » Wed Nov 21, 2024 5:07 pm

HEVcrab wrote:Played hlw_battlemounds, as falling of the units into the ravine was reported to be fixed))

The newly-encountered bug is that the units killed on the bridges just fall through the bridge into the ravine)

I'd noticed that with 2.0.2 (same map)

Also in hlw_outland, I've noticed my troops having some difficulty getting past this corner of the raised terrain (when directing them from my base to the control point east of the control point nearest my base my base).
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Sandern
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Re: Known Bugs 2.0.3

Postby Sandern » Wed Nov 21, 2024 7:28 pm

Nqss[RUS] wrote:now i also noticed that if the medic runs towards the allied unit to heal , he never walks back to his original position
in case of the soldier behavior , when they are closing up with enemy to fight and then goes back to thier original positions , medics stays in the front of the soldiers

They basically auto cast their ability, which doesn't do anything to return to their original position. I guess I wil look into it.

VisualMelon wrote:I noticed you've added an error message for the Shader Support issue, but nothing showed up for me with a fresh 2.0.3 install (and the game crashed when I tried to play, as with 2.0.2). The issue again was resolved by copying back the 2.0.1 shaders.

It's hard to detect it properly if you have no way of testing it.

I guess I will compile the shader model 2.0b shaders again, but leave out the shader model 2.0 (which are the main ones give problems).

HEVcrab wrote:Played hlw_battlemounds, as falling of the units into the ravine was reported to be fixed))

The newly-encountered bug is that the units killed on the bridges just fall through the bridge into the ravine)

So you mean the ragdolls have no collision with the bridge? Seems like a minor bug to me.

VisualMelon wrote:Also in hlw_outland, I've noticed my troops having some difficulty getting past this corner of the raised terrain (when directing them from my base to the control point east of the control point nearest my base my base).

I will look into it.
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Re: Known Bugs 2.0.3

Postby HEVcrab » Fri Nov 30, 2024 5:42 pm

I don't know if this can be classified as a bug, but the mountable turret wielder re-aims his mounted gun from target to target very slowly, with strangely low angular velocity. In HL2 this is not the case.

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.
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