Bug Thread Developer build
Bug Thread Developer build
This thread is for reporting bugs in the public developers build.
Re: Bug Thread Developer build
Here's the illustration for the bug that makes controlling the scanner unconvenient:
it switches to cloaked texture when selected.
it switches to cloaked texture when selected.
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- scanner looks cloaked if selected.jpg (158.32 KiB) Viewed 2055 times
Testers gonna test.
Re: Bug Thread Developer build
Power Generator destruction effect is broken.
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- PG destruction effect broken.JPG (201.54 KiB) Viewed 2039 times
Testers gonna test.
Re: Bug Thread Developer build
HEVcrab wrote:Power Generator destruction effect is broken.
Same for me.
Re: Bug Thread Developer build
HEVcrab wrote:Power Generator destruction effect is broken.
Should be fixed now. I deleted it accidentally, when I was working on the particles XD
Re: Bug Thread Developer build
Two more bugs.
1) Both rebel and combine mountable turrets' cost is never refunded if construction is cancelled.
2) Minimap rally line assignment bug. If your camera is viewing a particular area (outlined with a white trapezoid on the minimap) and you right-click the minimap somewhere inside this trapezoid but off its center, near the corner, the rally line may be completely lost (not seen anymore even at the origin, near the building) and more than that, a crash occurs when trying to recover it.
I tested this on a reliable map Slums.
1) Both rebel and combine mountable turrets' cost is never refunded if construction is cancelled.
2) Minimap rally line assignment bug. If your camera is viewing a particular area (outlined with a white trapezoid on the minimap) and you right-click the minimap somewhere inside this trapezoid but off its center, near the corner, the rally line may be completely lost (not seen anymore even at the origin, near the building) and more than that, a crash occurs when trying to recover it.
I tested this on a reliable map Slums.
Testers gonna test.
Re: Bug Thread Developer build
HEVcrab wrote:1) Both rebel and combine mountable turrets' cost is never refunded if construction is cancelled.
Fixed in dev build, marked as known bug in the bug thread.
HEVcrab wrote:2) Minimap rally line assignment bug. If your camera is viewing a particular area (outlined with a white trapezoid on the minimap) and you right-click the minimap somewhere inside this trapezoid but off its center, near the corner, the rally line may be completely lost (not seen anymore even at the origin, near the building) and more than that, a crash occurs when trying to recover it.
I tested this on a reliable map Slums.
I do see the rally line getting lost, but I don't get a crash...
Re: Bug Thread Developer build
Sandern wrote:HEVcrab wrote:1) Both rebel and combine mountable turrets' cost is never refunded if construction is cancelled.
Fixed in dev build, marked as known bug in the bug thread.HEVcrab wrote:2) Minimap rally line assignment bug. If your camera is viewing a particular area (outlined with a white trapezoid on the minimap) and you right-click the minimap somewhere inside this trapezoid but off its center, near the corner, the rally line may be completely lost (not seen anymore even at the origin, near the building) and more than that, a crash occurs when trying to recover it.
I tested this on a reliable map Slums.
I do see the rally line getting lost, but I don't get a crash...
I'm also able to reproduce the crash now, but only if I don't run it from the visual studio debugger. But I usually run from the debugger, so I didn't noticed it...
Edit: Fixed in dev build
Re: Bug Thread Developer build
Spreading out command breaks the units' ability to attack enemies from the moment it's executed?
(well, maybe it has nothing to do with spread-out command)
I observed this in Overrun.
UPD: maybe units have some hidden enemy spawned under the map?
The soldiers are aiming at something under the ground, saw this several times.
The helicopters/gunships do this sometimes, too:
(well, maybe it has nothing to do with spread-out command)
I observed this in Overrun.
UPD: maybe units have some hidden enemy spawned under the map?
The soldiers are aiming at something under the ground, saw this several times.
The helicopters/gunships do this sometimes, too:
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- flying units under ground.jpg (207.28 KiB) Viewed 1953 times
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- not attacking after spread-out.jpg (189.13 KiB) Viewed 1968 times
Last edited by HEVcrab on Thu Mar 28, 2025 1:31 pm, edited 3 times in total.
Testers gonna test.
Re: Bug Thread Developer build
For the most recent feature-the scrap dropping:
1) Scrap drop should be disabled in Overrun.
2) The combine Observers/Striders leave their scrap model in the sky when brought down. They'd better emit scrap when hitting the ground, and this scrap chunk should be automatically collected in case of falling onto a building (sometimes it falls into the barracks' shooting range and cannot be collected).
3) For the scrap dropped by one's own/allied killed units, I think the player should be able to collect scrap off his own/ally's dead only if their production/upgrade did cost some scrap or power*. For instance, collect scrap (i.e. weapons/equipment) from one's own or allied Shotgunners/AR2/Medics/SpecOps only. Otherwise, this will be like exchange of req for scrap.
*I mentioned power, if you play as Rebels and you have an ally playing Combine (sounds un-HL-like but is possible in Wars. BTW, should it be possible?)
1) Scrap drop should be disabled in Overrun.
2) The combine Observers/Striders leave their scrap model in the sky when brought down. They'd better emit scrap when hitting the ground, and this scrap chunk should be automatically collected in case of falling onto a building (sometimes it falls into the barracks' shooting range and cannot be collected).
3) For the scrap dropped by one's own/allied killed units, I think the player should be able to collect scrap off his own/ally's dead only if their production/upgrade did cost some scrap or power*. For instance, collect scrap (i.e. weapons/equipment) from one's own or allied Shotgunners/AR2/Medics/SpecOps only. Otherwise, this will be like exchange of req for scrap.
*I mentioned power, if you play as Rebels and you have an ally playing Combine (sounds un-HL-like but is possible in Wars. BTW, should it be possible?)
Last edited by HEVcrab on Fri Mar 29, 2025 6:16 am, edited 1 time in total.
Testers gonna test.
Re: Bug Thread Developer build
traitor rebels? that could happen
either way its multiplayer
either way its multiplayer
Re: Bug Thread Developer build
Another idea (after a sandbox test): dropped scrap should be invisible for Combine players and not interacting with their units that walk upon it.
Otherwise Combine have a cheat: in case of losing a battle, walking their last units through scrap dropped by their dead can prevent Rebels from gathering this scrap.
Otherwise Combine have a cheat: in case of losing a battle, walking their last units through scrap dropped by their dead can prevent Rebels from gathering this scrap.
Last edited by HEVcrab on Sun Mar 31, 2025 7:27 am, edited 1 time in total.
Testers gonna test.
Re: Bug Thread Developer build
Looks like salvaged scrap isn't accepted at HQ anymore...
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- scrap not accepted.jpg (217.37 KiB) Viewed 1921 times
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Re: Bug Thread Developer build
HEVcrab wrote:Looks like salvaged scrap isn't accepted at HQ anymore...
Fixed.
Re: Bug Thread Developer build
Rebel aid station behaves like auto-constructing, it never was before and makes no sense either, so this is likely a bug.
Another consideration: include a togglable 'Hospitalize' ability for aid station, to increase healing rate at the cost of disabling units to shoot from the aid station.
Another consideration: include a togglable 'Hospitalize' ability for aid station, to increase healing rate at the cost of disabling units to shoot from the aid station.
Testers gonna test.
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