I do not experience this problem. It more looks like their visibility state is not updated after going in/out the fog of war.HEVcrab wrote:As a reply I post this screenshotSandern 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.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.
Known Bugs
Re: Known Bugs 2.0.6
Re: Known Bugs 2.0.6
Antlions often get stuck between the rocks and the tree here on or_crash, this causes the wave not ending and the new wave not starting. Maybe make the tree stand away further from the rocks?
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- Antlions_stuck.jpg (246.64 KiB) Viewed 2069 times
Testers gonna test.
Re: Known Bugs 2.0.6
It's caused by the "Effects" detail setting. On "low" and "medium" units are faded out, on "high" this does not occur. I will check if I can remove this behavior.HEVcrab wrote:As a reply I post this screenshotSandern 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.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.
Re: Known Bugs 2.0.6
I believe there're some map bugs on or_hill.
Units standing on that pile of sand just stare at that zombie but don't fire,
and turrets placed on the wall near the edge don't attack the enemy (though the nearby-standing stalker does).
Two more issues to be seen at the first screen are:
1) units can detect enemies when having no line of sight (the stalker and the shotgunner 'see' that zombie through a landscape obstacle);
2) the laser beam is wrongly included in the stalker's 'ready to combat' animation. The shotgunner senses the enemy as well, but he doesn't shoot.
Units standing on that pile of sand just stare at that zombie but don't fire,
and turrets placed on the wall near the edge don't attack the enemy (though the nearby-standing stalker does).
Two more issues to be seen at the first screen are:
1) units can detect enemies when having no line of sight (the stalker and the shotgunner 'see' that zombie through a landscape obstacle);
2) the laser beam is wrongly included in the stalker's 'ready to combat' animation. The shotgunner senses the enemy as well, but he doesn't shoot.
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- units on the slope cannot target.jpg (235.83 KiB) Viewed 2043 times
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- turrets don't target.jpg (215.83 KiB) Viewed 2043 times
Testers gonna test.
Re: Known Bugs 2.0.6
Unit sensing code is only based on the fog of war + range. It's far too expensive to do testing with all possible units. So it's not a bug.HEVcrab wrote:I believe there're some map bugs on or_hill.
Units standing on that pile of sand just stare at that zombie but don't fire,
and turrets placed on the wall near the edge don't attack the enemy (though the nearby-standing stalker does).
Two more issues to be seen at the first screen are:
1) units can detect enemies when having no line of sight (the stalker and the shotgunner 'see' that zombie through a landscape obstacle);
2) the laser beam is wrongly included in the stalker's 'ready to combat' animation. The shotgunner senses the enemy as well, but he doesn't shoot.
I can't reproduce the issue of the combine soldiers not shooting while they have line of sight and don't see why that happens for you.
The stalker one is probably a bug.
Re: Known Bugs 2.0.6
After your latest fixes I don't see units/turrets experience problems with targeting/navigation anymore)
so the only wrong animations are the stalker beam while not attacking yet, and unit_observer (unit_scanner as well) switching to cloaked appearance if selected.
UPD: certain icons for unit recruiting/ability casting are sometimes colored red even when affordable/unlocked (just red, without dark red diagonal stripes). For example, metrocop icon in Overrun Headquarters (see screenshot), floor turret deployment for metrocop, and one of the stalkers in Sandbox in unit selection, among other stalkers (I think the initially spawned one).
so the only wrong animations are the stalker beam while not attacking yet, and unit_observer (unit_scanner as well) switching to cloaked appearance if selected.
UPD: certain icons for unit recruiting/ability casting are sometimes colored red even when affordable/unlocked (just red, without dark red diagonal stripes). For example, metrocop icon in Overrun Headquarters (see screenshot), floor turret deployment for metrocop, and one of the stalkers in Sandbox in unit selection, among other stalkers (I think the initially spawned one).
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- metrocop available but red.jpg (53.75 KiB) Viewed 1997 times
Testers gonna test.
Re: Known Bugs 2.0.6
When spectating a game, the land is grey.
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- land totally grey.jpg (213.96 KiB) Viewed 1948 times
Testers gonna test.
Re: Known Bugs 2.0.7
Was playing as combine, then some guy joined and hud changed to rebel one.
Re: Known Bugs 2.0.7
you can select mines as units , giving me trobles when i tryed to move my army on my own minefield
solution - you cant choose them , friendly mines with green dot , enemy mines with red dot
solution - you cant choose them , friendly mines with green dot , enemy mines with red dot
Re: Known Bugs 2.0.7
you cant "detect" observers with scouts
Re: Known Bugs 2.0.7
Changed it for 2.0.8 so they no longer become part of the unit selection, except if you select a single mine.Nqss[RUS] wrote:you can select mines as units , giving me trobles when i tryed to move my army on my own minefield
solution - you cant choose them , friendly mines with green dot , enemy mines with red dot
Re: Known Bugs 2.0.7
why would i want to select them anyway?Sandern wrote:Changed it for 2.0.8 so they no longer become part of the unit selection, except if you select a single mine.Nqss[RUS] wrote:you can select mines as units , giving me trobles when i tryed to move my army on my own minefield
solution - you cant choose them , friendly mines with green dot , enemy mines with red dot
Re: Known Bugs 2.0.7
Because they are units and we could display information for them.Nqss[RUS] wrote:why would i want to select them anyway?Sandern wrote:Changed it for 2.0.8 so they no longer become part of the unit selection, except if you select a single mine.Nqss[RUS] wrote:you can select mines as units , giving me trobles when i tryed to move my army on my own minefield
solution - you cant choose them , friendly mines with green dot , enemy mines with red dot
Re: Known Bugs 2.0.7
On my system the 2.0.7 crashes on exit.Sandern wrote:The mod might crash or hang for a short while on shutdown/exit. - Fixed in 2.0.7
I have Windows 7 home premium running on Intel Core i5-M520 CPU, 4 GB RAM, 1GB NVIDIA GeForce GT330M with CUDA.
Testers gonna test.
Re: Known Bugs 2.0.8
Combine armory cannot be targeted by units, the same problem that was once with Rebel Barracks.
Strangely, armory was OK when I was testing the barracks then...
UPD: there's a bug with the new point capture bar. If your units capturing the point all get killed, the capture bar still persists.
Strangely, armory was OK when I was testing the barracks then...
UPD: there's a bug with the new point capture bar. If your units capturing the point all get killed, the capture bar still persists.
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- capture bar persists.jpg (111.9 KiB) Viewed 1812 times
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- notarget combine armory.jpg (252.75 KiB) Viewed 1817 times
Testers gonna test.
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