Bug Thread Developer build

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HEVcrab
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Re: Bug Thread Developer build

Post by HEVcrab » Sat Apr 20, 2025 4:24 pm

Current state of the gamelobby-elements-in-game bug:

if you have the selection menus (color/faction/team) dropped down the moment when the game launches, they will persist in-game.
Also reverse is true for Sandbox: unit panel, ability panel etc. persist if they're open when you leave the game and enter the gamelobby afterwards.

Sandern
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Re: Bug Thread Developer build

Post by Sandern » Sun Apr 21, 2025 12:43 pm

HEVcrab wrote:Current state of the gamelobby-elements-in-game bug:

if you have the selection menus (color/faction/team) dropped down the moment when the game launches, they will persist in-game.
Also reverse is true for Sandbox: unit panel, ability panel etc. persist if they're open when you leave the game and enter the gamelobby afterwards.
Should be fixed now (+ improved shutdown time of the game)

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HEVcrab
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Re: Bug Thread Developer build

Post by HEVcrab » Sun Apr 21, 2025 8:30 pm

Sandern wrote: Should be fixed now (+ improved shutdown time of the game)
:)
The gamelobby elements are fixed, the sandbox unit panels still persist.
Testers gonna test.

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Re: Bug Thread Developer build

Post by Sandern » Sun Apr 21, 2025 9:05 pm

HEVcrab wrote:
Sandern wrote: Should be fixed now (+ improved shutdown time of the game)
:)
The gamelobby elements are fixed, the sandbox unit panels still persist.
That's because the panel is not closed, it's still open behind the gamelobby panel.

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Re: Bug Thread Developer build

Post by JJ » Mon Apr 22, 2025 4:39 am

Sometimes units can't attack power cells and keep running around them instead. I thought it was the terrain but, it's smoothed out as much as possible.
Image
mapper

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HEVcrab
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Re: Bug Thread Developer build

Post by HEVcrab » Mon Apr 22, 2025 7:17 pm

This zombie obviously targets the HQ (Overrun), but cannot damage it, waving its claws at the building from quite a distance))
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zombie cannot approach hq.jpg (175.5 KiB) Viewed 2073 times
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HEVcrab
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Re: Bug Thread Developer build

Post by HEVcrab » Sat May 11, 2025 9:55 am

Hello every buddy, I'm back after a week-long absence)

After unit navigation update, initial workers cannot walk, they only face the ordered location. As a consequence, placing buildings works for them at point blank range only.
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immobile initial worker.jpg (208.82 KiB) Viewed 2053 times
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Re: Bug Thread Developer build

Post by Sandern » Wed May 15, 2025 10:32 am

HEVcrab wrote:Hello every buddy, I'm back after a week-long absence)

After unit navigation update, initial workers cannot walk, they only face the ordered location. As a consequence, placing buildings works for them at point blank range only.
Can you retry? I think the problem should be fixed now.

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HEVcrab
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Re: Bug Thread Developer build

Post by HEVcrab » Wed May 15, 2025 4:08 pm

Sandern wrote:Can you retry? I think the problem should be fixed now.
Yeah, you fixed it ;)
Testers gonna test.

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Re: Bug Thread Developer build

Post by HEVcrab » Sat May 18, 2025 9:10 am

Overrun Rebel HQ uses the old model and still is never damaged by zombies (because they cannot approach it for some reason, unlike headcrabs and antlions, and wave their claws at it from a distance).

Tested this in Sandbox.
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old model+Zs can't hit.JPG (161.42 KiB) Viewed 2018 times
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Re: Bug Thread Developer build

Post by Sandern » Sat May 18, 2025 3:49 pm

HEVcrab wrote:Overrun Rebel HQ uses the old model and still is never damaged by zombies (because they cannot approach it for some reason, unlike headcrabs and antlions, and wave their claws at it from a distance).

Tested this in Sandbox.
I made some changes to fix this issue.

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Re: Bug Thread Developer build

Post by HEVcrab » Sat May 18, 2025 7:00 pm

Sandern wrote:I made some changes to fix this issue.
Thanks, these changes worked.

Now there may be another problem, when playing zombie Overrun for rebels on or_hill the wave 6 never is over: when all zombies are killed, it just occasionally keeps bombing with headcrab cannisters.
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Re: Bug Thread Developer build

Post by HEVcrab » Thu Jun 20, 2024 8:17 pm

Revision 1515: engineers sometimes fail to give in scrap at HQ, just stopping near it. This case the only thing to do is to re-order the salvage ability manually.

UPD: some minor gamelobby bugs persist. The player avatar appears squeezed and the color selection box shows that "G..." after selection.
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gamelobby.jpg (57.61 KiB) Viewed 1970 times
engs fail to give in scrap.JPG (252.88 KiB) Viewed 1983 times
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HEVcrab
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Re: Bug Thread Developer build

Post by HEVcrab » Wed Aug 28, 2024 6:29 pm

Bugs in revision 1772:

1) Vorts don't attack the enemy while walking to the ordered point, even if under attack from that enemy. For vorts the attack autocast should probably clear active move orders.

2) Zombie Overrun occasionally gets stuck on the same wave, launching cannisters.
Maybe waves should be time-based, countdown for the next wave beginning with the very start of the wave? This will also be kinda more lifelike, that the next attack begins when enemies get to you, counting down not after you defeat the previous wave but with the current wave start?

3) Glow color around the initial worker is wrong (looks like it's the color that had been in the previous match).
Testers gonna test.

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HEVcrab
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Re: Bug Thread Developer build

Post by HEVcrab » Mon Sep 23, 2024 7:08 pm

Bugs of rev 1925:

1) Minimap ordering for units/abilities/rally points is broken.

2) Buildings' and units' team color textured surfaces are white.

3) Vortigaunt bug mentioned above still persists.

4) Cover points provided by barricades have no shield particle effects.
Last edited by HEVcrab on Mon Sep 23, 2024 8:16 pm, edited 1 time in total.
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